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Main Forums => Suggestions => Topic started by: Jayde Moon on April 04, 2009, 08:25:44 AM

Title: Blue Mist Ogres
Post by: Jayde Moon on April 04, 2009, 08:25:44 AM
Perhaps these may be revisited and toned down somewhat?  They are absolute murder.  I know some folks are going to go on about how with their always absolutely prepared for anything character, they may not be so damn tough... but otherwise it can do to parties what a lone goblin assassin does for wandering single low levels...

They can eat up a lot more consumables and lives than they are worth.  Hard to hit, hit hard, and their spells are pretty horrific.  There is nothing that comes close to the level of danger that spawns in any wilderness places, that I have seen.

Even just keeping them as they are but making them far rarer?  Ran into three different groups of them in one trek up to the mountains and back for WO2.  The ogres were almost tougher than the whole quest.

Anyway, yeah, these spawns have been excessively harsh in my experience.
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Post by: Caddies on April 04, 2009, 08:27:40 AM
They are pretty brutal, agreed.

However, easily avoided with an invisibility potion. <_<
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Post by: Thomas_Not_very_wise on April 04, 2009, 08:42:03 AM
Quote from: Caddies;118234They are pretty brutal, agreed.

However, easily avoided with an invisibility potion. <_<

Caddies.

Caddies.


Caddies.

If you get within ...well, any close proximity, they will follow you across the map and murder you, your daughter, and your mother in one spell.
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Post by: Easy on April 04, 2009, 10:27:37 AM
I don't mind tough spawns, and their loot is reasonable.  Though using hundreds of gold in potions for only 2-5 experience is a bit disenchanting.
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Post by: Luke Danger on April 04, 2009, 12:10:29 PM
Please tone them down, or at least make them -much- rarer. They are tackable with a strongly coordinated group that has oh, a L9 cleric with plenty of buffs to offer and a powerful fighter or two, but come on, it's a -slaughter- to get past them, and their AI is a bit -too- brilliant, having us run into a -completely different spawn and making it worse the The Alamo-, and honestly, they spawn in too strong groups.

So either tone the Guardians down consideribly (honestly, way too tough alone), or make them spawn much more rarerly, perhaps in ones and rarely in threes. Seriously, this is -too intense- for random groups, if a DM plans on dropping a group randomly into the mountains, please at the least make sure there is something to make it manageable, even if it means coming back and removing spawns that respawn.
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Post by: Caddies on April 04, 2009, 12:18:44 PM
They are tough, but you do not have to fight them. Simply drink an invisibility potion, you'll save more in supplies by doing so.

And despite what Thomas says, they do not spawn in any area except one where you can't sneak past them without them noticing.
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Post by: Halfbrood on April 04, 2009, 12:19:12 PM
Maybe the Mountains of Mist are just like the Sand Caverns!?
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Post by: Luke Danger on April 04, 2009, 12:24:03 PM
Quote from: Caddies;118247They are tough, but you do not have to fight them. Simply drink an invisibility potion, you'll save more in supplies by doing so.
 
Easy for you to say, I had none because a Tormite Cleric -wasted- two of my three (oh the disadvantages of playing good. . .)
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Post by: Caddies on April 04, 2009, 12:33:10 PM
Staying well-stocked on adventuring necessities like invis potions is entirely irrelevant to alignment, sir Luke.
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Post by: Talir on April 04, 2009, 12:46:55 PM
I am perfectly fine with the ogres being as they are now. They spawn only in certain areas that should have a reputation for being dangerous now, and if you venture there you should expect that. It's very easy to avoid, but I agree that they're tough. Not unbeatable, though. Just avoid the mountains if you're wandering alone, the wilds are pretty nasty that way. Travel with a reliable group, travel together and keep each other safe.
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Post by: Luke Danger on April 04, 2009, 12:50:32 PM
Here's the problem Talir, we didn't -intend- to go there, and who we had as a group was completely random.
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Post by: Wern8 on April 04, 2009, 01:07:15 PM
The best course of action when meeting these terrifying ogres is to completely buff up and fight them, with reasonable buffs, it should be much easier to crush them. Or simply avoid them, using invisibility is best.

Personally, I rather face them than a death spell. I definitely agree that they can be harsh though, but I do not think any changes is necessary, there are times when they do not spawn at all, I think it is quite random.
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Post by: Sphagnum on April 04, 2009, 01:21:46 PM
They do tend to put a damper on people's adventuring and exploration spirit. Maybe one could spawn in a group of lesser Mist Ogres, instead of three of them spawning together.
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Post by: Letsplayforfun on April 04, 2009, 01:35:48 PM
Invisibility rulz. Or brute strength. Sadly, there seems to be no place for half mesures.

Or, maybe, some tough spawns could be not hostile at first, and onpercieve go 'hey you, gimme 500 coins/meat/a party member or i'll smash your face', and thus starting the use for social skills.

There was a troll toll in UD which i never saw put to use.

More "scripted rp" options over inviz/brute ones, pretty please. That's the only thing that's really missing on EfUA, imo.

Just my two cents.
Title: Keep the Mist Ogres!
Post by: I can has fun? on April 04, 2009, 02:09:24 PM
Keep the Mist Ogres!

Quote from: Luke Danger;118245They are tackable with a strongly coordinated group that has oh, a L9 cleric with plenty of buffs to offer and a powerful fighter or two

Isn't that the point, though? There should be some places on the server you can't get to without a buffed group. If just anybody can fight their way through, it makes the server feel smaller, and that makes the puppy sad.

(http://img17.imageshack.us/img17/3491/sadpuppy762578.jpg) (//%22http://img17.imageshack.us/my.php?image=sadpuppy762578.jpg%22)

You don't want to make the puppy sad, do you Luke?

For the record: Sheldon, Holvah and I were able to cut a path through the Mist Ogres, using no consumables except herbs, just the three of us, at level 6. That's two fighters and a cleric, working alone, for a combined total hit dice of 18, with no more than 10AB for any one of us. The only special advantages we had were discipline and communication.

Plus, don't these Mist Ogres have some kind of innate weakness to something or another? I distinctly recall discovering some easy way to deal with these foes, but it escapes me. If only there were some character class whose specialty was the identification of weaknesses in their enemies...
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Post by: Underbard on April 04, 2009, 02:25:06 PM
The worse part of them is, when you have one close to death and it runs, if you chase, you get led to an ambush, if you brake off the chase, you get spelled to death.  Makes it worse when you are returning from somewhere and have used most if not all of your stash already.
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Post by: Nihm on April 04, 2009, 03:47:33 PM
QuoteThere is nothing that comes close to the level of danger that spawns in any wilderness places, that I have seen.


The ogres are what make the mountains challenging, and these fat bastards sometimes cluster so thickly in the tunnels you can't move around them.  However, some of the bogs spawns are worse, as are some of the flooded tunnel spawns.  It reflects a continuing trend toward the server becoming harder and harder, which is to say, someday people will log in, rush to a quest, and stay in the quest area because it is safer than anywhere else.
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Post by: FanaticusIncendi on April 04, 2009, 07:01:45 PM
A group of 3-4 ogres plus an Elder ogre (mage) is a bit overpowered, IMO. Very tough but do-able without the mage. Especially disheartening is facing them on the way in to Orcs II, using the vast majority of one's supplies for that quest, then facing them yet again on the way out.
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Post by: artfuldodger99 on April 04, 2009, 07:19:03 PM
The running away, drawing you away, is ace as at least the AI is half-way decent.

Sometimes the numbers can be a little great, but one invisibility potions and you can escape them.

Ymph is harder spawn wise than the underdark. I think the DM's want it that way.
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Post by: IxTheSpeedy on April 04, 2009, 07:37:20 PM
These guys are rough, having been trounced by them I can attest to that.  I think maybe it's ok to have them as tough, just not have them quite so common.  Honestly, if they were that numerous in the mountains that you run into them all the time, it would be logical that they'd rule the island.

My suggestion is that since they seem to be immune to cold, give them a 50% fire vulnerability.
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Post by: VanillaPudding on April 04, 2009, 07:59:07 PM
Or, since it's known IC'ly that they live there, are very dangerous, and defend the hills, people should prepare accordingly before going off to dangerous places of the Island.
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Post by: The Crimson Magician on April 05, 2009, 02:33:43 PM
Don't go there, then. Or be awesome enough to do so.
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Post by: Pup on April 05, 2009, 07:24:39 PM
Quote from: I can has fun?;118267(http://img17.imageshack.us/img17/3491/sadpuppy762578.jpg) (//%22http://img17.imageshack.us/my.php?image=sadpuppy762578.jpg%22)

You don't want to make the puppy sad, do you Luke?



I'm good. Thanks for the concern, though.