EFUPW Forums

Main Forums => Suggestions => Topic started by: Listen in Silence on May 02, 2009, 07:48:01 PM

Title: Mist Ogres
Post by: Listen in Silence on May 02, 2009, 07:48:01 PM
We've all encountered these bluish beasts, and the vast majority of us have felt our hearts leap into our throats as the terror fills us, knowing there is no way in hell we'll survive.

These spawns are the gravest danger there is. They can wreck highly competent groups, and effortlessly slaughter your average one. They have high detective skills, and attack invisible and stealthed PC's.

I've a list of their properties, and I feel that if even only one or two of these would be dropped, they would remain highly dangerous and fear-inspiring, yet no longer be simply ridiculous.

High HP Due to rage and a high con, they've insane HP, even elders taking a long time to beat. Removing rage or dropping their con by 2 or 3 points would be reasonable.

High DMG Due to rage, a high str and a collection of several charges of highly dangerous, high lvl spells, both kinds can do severe damage. Dropping rage, reducing str by 2 or 3 points and/or reducing spell level/intelligence/charisma of the casters would lessen this pressure. 2 ice storms is good enough, 3 is overkill.

High AC Even in rage the guardians and elders are hard to hit even for high level characters. Dropping their AC by one or two points wouldn't make them fragile.

Healing The Guardians carry several cure critical potions. This is simply too much, their AC and HP is already sufficient to ensure they stay up, giving them healing of such a potent sort is unnecessary.

Numbers They spawn in numbers up to 4 Guardians and an elder, with the fleeing tactic of some of them, several groups can be drawn into a single conflict. A single Guardian can at this point defeat a cave bear. Encounters of single guardians, or two guardians and an elder, would be more acceptable.

High detection They are able to detect and attack stealthing characters and invisible characters with high stealth skills. Reducing their detection, atleast to the point where they do not do this so frequently, would make it easier for specialized scouts and wilderness characters to move about as they should.
Title:
Post by: Listen in Silence on May 02, 2009, 10:05:23 PM
PS: The Elders cast the old, awesome version of Darkness.
Title:
Post by: Egon the Monkey on May 02, 2009, 10:28:31 PM
Yeah. Agreeing on everything LiS says. (feel free to gloat on that LiS). these worry every PC I have ever played around them. Especially as Icestorm is unsaveable.

Any specialist PC should have a method of defeating them or avoiding them. Right now they have something to hose anyone.
Title:
Post by: N/A on May 02, 2009, 10:30:02 PM
QuotePS: The Elders cast the old, awesome version of Darkness.

The darkness PCs cast works just the same now. Darkness was changed back to its original.
Title:
Post by: Listen in Silence on May 02, 2009, 10:36:55 PM
Can't feel bad about that.
Title:
Post by: meow-mix on May 03, 2009, 12:16:20 AM
The Mist Ogres don't spawn in places that PC's NEED to go.  Personally I like the idea of creatures powerful enough to make certain areas "Forbidden."

They have good detection skills, but having recently played a PC who pretty much lived in the mountains, I can attest that it IS beatable.

I don't know, maybe they are too rough, but wouldn't it be more fun to make the change IC, and have some sort of awesome 40 player Mist Ogre genocide, if they bother you so much? :)

my two cents,
Meow-mix!
Title:
Post by: N/A on May 03, 2009, 12:29:34 AM
QuoteI don't know, maybe they are too rough, but wouldn't it be more fun to make the change IC, and have some sort of awesome 40 player Mist Ogre genocide, if they bother you so much? :smile:

Until they respawn later. Fun!
Title:
Post by: Thomas_Not_very_wise on May 03, 2009, 01:06:23 AM
They also have spell resistence!
Title:
Post by: lovethesuit on May 03, 2009, 01:12:17 AM
Disagreeing. I like the Mist Ogres just the way they are. Very risky.
Title:
Post by: Nihm on May 03, 2009, 01:14:28 AM
Mist ogres are overwhelming spawns for most parties, but they are far from the toughest things out there.  They also have many glitches that make them not so formidable (ie they will rage twice in a row, their elders cast Hold Person repeatedly on protected people, etc).
 
The only thing I'd agree wtih is either to remove the cure critical potions, or make them drop only when killed by a PC (if that is possible).  Or even drop a weaker healing potion.  When monsters are this strong it doesn't seem fair that they have potions which won't drop if you somehow kill them before they can drink them (which won't happen often at all with these ogres).
Title:
Post by: BringOutYourDead on May 03, 2009, 02:19:07 AM
I would like to add that with one of my previous characters, I have never been detected by Mist Ogres while running (running, not walking or invis + stealth) by them.

Maybe I was just lucky, but I think that invis to avoid them seems a fair, viable options.

How well they do in combat, however, I would agree that they should be bumped down just a little.
Title:
Post by: Ebok on May 03, 2009, 09:17:23 AM
These are super mean. If they are suppose too be fine. But right now, some of the spawn clusters I've passed could walk into the Zig kill a hundred people and stroll out without a loss.
Title:
Post by: Random_White_Guy on May 03, 2009, 03:04:21 PM
I think every wilds needs a boogeyman, to be honest.

"Hey, Lets go Exploring"

"But...The mist ogres!"

"[Gulps] Yeah, And?"

"You're mad! Mad I says!"

"Mad for Glory. I shall conquer them. I shall collect 40 heads and become Ogremistslayer!"

Bam. PC Plot right there.

No need to thank me. Just doing my job
Title:
Post by: The Crimson Magician on May 03, 2009, 03:06:00 PM
What fun would that be, if we could just go walk to faraway lands unheeded by dude who don't even use their mist essense and then cast hold person?
Title:
Post by: Listen in Silence on May 03, 2009, 05:04:40 PM
Kindly re-read my initial suggestion. I do not want the threat to be wiped away, I want it to be lessened. As is, there is an area containing spawns such as cave bears, huge earth elementals and clusters of ogres that are each as strong as these two.

Sure, every wilds needs a boogeyman. A boogeyman is not someone you know exactly where he'll spawn, nor is he in clear view. I'd rather have a randomly spawning, highly powerful singular encounter than mist ogre groups spread all over that make goals such as the Wild Orcs II quest ridiculously difficult to reach. I used to like that quest.
Title:
Post by: Crod Mondoon on May 03, 2009, 05:33:27 PM
Reading alot of posts from what must be high level chars, about lvl 10 cap quests and super uber mobs in the deep dark places. I have yet to get a PC to level 7, and find surviving to six a huge accomplishment. Part of the reason I like playing here. I do admit, I play sporadicaly, but it seems to me, at level 8+, questing should be what you do in your spare time, not what you do. Pushing the uber plot,server changeing stuff the makeing of legends, not trying to finish yet another pwrqst grind.  But as I am simply jealous of anyone that can maintain a level six or better pc for any length of time, I am probably just wrong..
Title:
Post by: FanaticusIncendi on May 03, 2009, 06:27:57 PM
Quote from: Listen in Silence;123630I'd rather have a randomly spawning, highly powerful singular encounter than mist ogre groups spread all over that make goals such as the Wild Orcs II quest ridiculously difficult to reach. I used to like that quest.

Agreed. I generally won't even do orcs II simply because of how annoying it is as a frontliner to blow through a vast majority of consumables in the quest without getting them anywhere near adequately replaced by the drop, then having to wade through the mist ogres a second time on the way out without said adequate consumable supply. Without that second spawning it would be do-able but the frustration factor is too high as it is. Scaling down the encounter a tad with some of the options Listen presented would maintain the scariness of the ogres while allowing for the possibility for fun and a sense of accomplishment to be a higher probable outcome than sheer frustration.
Title:
Post by: Nihm on May 05, 2009, 04:29:15 AM
Instead of opening my usual questing group up to include someone who can kill mist ogres, I'd rather just stop taking this quest forever.
Title:
Post by: 9lives on May 05, 2009, 12:41:12 PM
X
Title:
Post by: 9lives on May 05, 2009, 12:41:18 PM
D
Title:
Post by: Damien on May 05, 2009, 01:01:32 PM
I just say make them spawn less, they spawn way too frequently, way more than beholders used to in teh sand cavez
Title:
Post by: The Crimson Magician on May 05, 2009, 11:00:26 PM
More orc shamans imo.
Title:
Post by: Belgaroth on May 09, 2009, 06:39:44 PM
Unless I'm wrong, there is one simple thing that can greatly help whichever way you want to deal with the ogres: silence.