Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Goblin Butcher

#1
General Discussion /
October 15, 2008, 12:50:04 AM
Superfly is wise, much respect.
#2
Suggestions /
October 15, 2008, 12:06:53 AM
It's be neat if you were transported to an area unaccessible otherwise with a portal that sends you to a random spot, rather than just the top of the ziggerat. Popping in with three dozen people standing around gets old after the first few times.
#3
Bug Reports /
October 14, 2008, 09:46:02 PM
Cure poison is a level four spell, cure disease is a level 3 spell. Pretty sure thats intentional!
#4
Suggestions /
October 10, 2008, 05:22:12 PM
Lovethesuit not against its intended target, for example you could one shot Jawl Highwind with it pretty easily with absolutely no chance to make a saving throw (even making the saving throw she'd still die before she got out of the spell effect)

It's a mage killing spell mostly, but will also work well on rogues, bards, and maybe an exceptionally weak fighter >.>

Theres also Mestil's acid sheath as part of the conjuration school, mage armor and who can forget flame arrow.

As for clerics being able to summon to greater effect, clerics are also capable of receiving spell failure for failing to adhere to certain doctrines, where as wizards are unrestricted. Though that being said the doctrines really aren't strict enough for this to be a valid detriment I suppose! Maybe what LTS said, yes I'll go with what LTS said, except the edit part.
#5
Suggestions /
October 10, 2008, 04:17:06 PM
Um those summons have 5~10 DR if I recall correctly Egon.

Also some of the most powerful spells out there are conjuration, but do not summon monsters folk. Take for example Evard's Black Tentacles, open with that and every low ab/ac class that is not small will be instantly devastated by high damage and stun (insta mage duel win)
#6
Suggestions /
October 10, 2008, 12:08:48 AM
Just because your a conjurer, evoker, moocowmaker doesn't mean you need to cast the spells from said school constantly!

I recall one conjurer (actually one of the few conjurers I ever met that was useful) used to go invisible, use a single decently durable conjuration to gather up a ton of critters, haste, then spam fireballs killing the group.

Moral of the story, there is more to being a conjurer than just spamming summons which are designed to be circumstantial, hence the short durations!
#7
Suggestions /
October 09, 2008, 07:55:10 PM
Mort is correct, the reward is in fact fine. Quest just takes some luck/getting used to. Last time I did this I barely used half of what I used to use. Also I've seen there are quite a few good items that can drop.
#8
Suggestions /
October 09, 2008, 07:41:53 PM
Quote from: Nihm;91795A goblin assassin killed Jack Black in one hit when we were exploring on the first night in the new module.  While funny at the time, I'd agree that these spawns should be removed in any areas near the ziggurat.  Its no fun to be gathering firewood, to use an earlier example, and then be one-shotted by something you had no chance of seeing.
 

 
What does this have to do with the subject?  Not everyone is playing a high-level dwarven fighter/rogue, nor should they have to to survive in the areas near the ziggurat.
#9
Suggestions /
October 09, 2008, 06:47:44 AM
I love goblin assassins and actively hunt them when I'm bored. They always drop nifty little loot packs(two very useful potions) and are really not that bad. There are "Great lizards" and "Greater Werewolves" that spawn in the same place.
Ymph is not a safe place, even close to the settlement should be dangerous. The dangerous spawns seem quite rare nearer the ziggerat. I've only ever seen 3 goblin assassins along the nearby roads in dozens of treks. I think it would be undesirable to have "safe" wild lands just because they're near an unsafe undead infested settlement!
#10
Suggestions /
October 06, 2008, 10:09:29 PM
Actually oroborous, greater were-wolves are one of the few critters I won't tangle with alone without chugging a ton of potions, I'd fight a great lizard over one of them anyway, their strength is in their huge ab and dr, their weakness is in their low hp.

That said, it would be interesting to see greater werewolves become "Werewolves" and something much nastier replacing the greater werewolf. Also maybe a variety of were creatures based on your location would be nice. Especially with the new were boar model.

Edit: Also despawn or become "Bandit Elites" during the day?
#11
Off-topic Discussion /
October 06, 2008, 12:36:28 AM
Quote from: lovethesuit;91281I know you think I'm kidding but the joke's on you, I'm not.

Ditto.
#12
Off-topic Discussion /
October 06, 2008, 12:05:18 AM
Quote from: lovethesuit;91277What if you started learning English then went on to learn another language but you gave up on that one and decided to learn Cherokee but the Cherokee people would not teach you the secrets of their native tongue so you had to go back to English? Because that's what happened to me.

Then you'd get an additional number to your post count, but go to jail, directly to jail, do not pass go, do not collect 200 gold.
#13
Suggestions /
October 04, 2008, 10:12:47 PM
Quote from: prestonhunt;91010Incorrect.

Been modified since implementation I guess!
#14
Suggestions /
October 04, 2008, 06:09:40 PM
I had to feign death to drop agro cause our war wasn't stacking sunders nor taunting :sadpanda:

In seriousness though, I really think this will be shot down along with "taunt" changing the mobs target to the taunting player suggestion.
#15
General Discussion /
October 04, 2008, 06:01:33 PM
Quote from: Letsplayforfun;91022It's a bit of complaining about spilled milk, but there goes.

Sanctuary is destroyed, but luckily, the Way is found in time. Most of those who prepare for the Way are slaughtered because, hey, it's the Way, not some casual quest. Not complaining here, i really think it was a nice transition, even if a bit brutal.

But then, poof, out of the blue, a hell of a lot of NPCs are transported unto some magical ark and reappear above. That just, well, dunno, doesn't feels right. That's one moment where the story telling as far as PCs are involved just dies, imo. It's maybe too strong an image but basically: NPCs get up, PCs get screwed. I'm not even primarily concerned, as my favorite pcs are still alive (for now...)

I've been trying to convince myself that there is so much i'm not aware off, my opinion is biaised and probably wrong, that there's some druidic plot going on i don't know about, but still, it's my point of view for now, so i thought i'd share it.

I dunno, maybe i'm still nostalgic, but i'm not so sure. I've still pcs i can play in the UD. Exploring a deserted UD is actually fun. I've lost a few cool PCs to the Way, which i really didn't mind, because it was a cool storytelling moment, all those desperate people trying their luck and skill on some escape route.

But that desperate moment, with all those npcs just making it so easily, seems a bit absurd, now. It certainly doesn't entice me to want to throw other pcs away on some suicide surface trip, too. Not like there's many pcs left to accompany above, anyway.

As i said, i'm just posting that to get it off my chest, not like there's much to do about it. The new module is still as awesome, with cool new pcs, cool plots, cool graphics, and whatnot. But when my pcs rcome into a room so full of Sanctuary refugees, i'm just, i dunno, disappointed ?

Getting them up "the way" was not an easy task by far, several pc's died during the perma death quest involving traversing the way, not once, but twice. These npc's being on the surface was part of the reward for succeeding in said quest for those of us who did survive it.