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    Suggestions: Monster tweaks

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    • O
      Orin1234
      last edited by

      But it was great to have a goose with the similar stats as a dire wolf as an animal companion..... oh well. Guess I will have to try Wyverns again.

      COA Discord Conduct Guidlines
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      Winterhawk99W 1 Reply Last reply Reply Quote
      • Winterhawk99W
        Winterhawk99 @Orin1234
        last edited by

        @Orin1234 I think Puffy updated them by adding a radioactive breath weapon. You may want to keep your goosezilla.

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        • ?
          A Former User
          last edited by

          Ogrillieon Wicce in the ogres quest. They cast improved invis, stoneskin, and elemental shield from the get go. You can't melee attack them and you can't range attack them due to the imp invis so you just stand around bored for awhile taking missile storms to the face because it causes less damage than hitting the monster.

          Prof. MisclickP 1 Reply Last reply Reply Quote
          • V-RageV
            V-Rage
            last edited by

            Mountain lions could be toned down a bit, they have 3 attacks around at 19/14/9 AB

            Prof. MisclickP 1 Reply Last reply Reply Quote
            • ?
              A Former User
              last edited by

              Not a problem with the spawn itself, however, there are spawns in the Forest of Eyes that are named "Minotaur Steers." Steers are castrated cattle... not sure if that was intentional.

              EchoE 1 Reply Last reply Reply Quote
              • EchoE
                Echo @A Former User
                last edited by

                @DarkDecay not a bug

                "You can complain if you weren't asked; you can't complain if you were asked but didn't contribute." ~ Professor.

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                • Prof. MisclickP
                  Prof. Misclick @A Former User
                  last edited by

                  @DarkDecay Ogrillions have been updated now.

                  Retired

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                  • Prof. MisclickP
                    Prof. Misclick @A Former User
                    last edited by

                    @Latok said in Suggestions: Monster tweaks:

                    Black Adder:

                    Spawned in a group of 4. Every bite has a DC 12 to be poisoned and a DC 15 to be diseased. I feel like one or the other would suffice. The disease is a powerful one as well. I lost 4 strength when it kicked in and damaged my abilities.

                    Removed On Hit: Red Adder Disease. Lowered AB, Lowered HP

                    Retired

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                    • Prof. MisclickP
                      Prof. Misclick @Puffy
                      last edited by

                      @Puffy said in Suggestions: Monster tweaks:

                      Trolls

                      • High AC and high AB, Forest Trolls with their call lightning spell may be over kill

                      Reduced Spell casting level and spells (Still has call lightening though)
                      Reduced AB, AC, HP, and Damage potential/Strength

                      Retired

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                      • Prof. MisclickP
                        Prof. Misclick @V-Rage
                        last edited by

                        @V-Rage said in Suggestions: Monster tweaks:

                        Hyenas are a bit too powerful, fear howl, decent AB and spawn in high numbers with powerful gnolls.

                        Lowered AB, AC, and Damage potential. Significantly lowered HP.

                        Retired

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                        • Prof. MisclickP
                          Prof. Misclick @V-Rage
                          last edited by

                          @V-Rage said in Suggestions: Monster tweaks:

                          Mountain lions could be toned down a bit, they have 3 attacks around at 19/14/9 AB

                          Drastically reduced AB, Damage potential and HP. Only 2 APR now as well.

                          Retired

                          1 Reply Last reply Reply Quote
                          • Prof. MisclickP
                            Prof. Misclick @Ruler
                            last edited by

                            @Ruler said in Suggestions: Monster tweaks:

                            Beech Treants

                            • High ab/dmg/attacks with dmg red. Requires a group to kill, otherwise avoid at all costs.

                            Lowered Damage potential. Significantly lowered HP. DRASTICALLY lowered AB and reduced from 3 APR to 2 APR

                            Skeleton warriors/chieftans

                            • Average dmg output is a little to high, usually 15-20 a hit. AB might be fine

                            Undead getting a complete make over as a group. Currently some being used are vanilla some are custom

                            Zombies

                            • These have always been very tough but I like the direction of it. Generally they hit for 10+ dmg, a deeper variety of zombies would be cool moving forward. I know most people struggle with these when spawned in med-large amounts.

                            Undead getting a complete make over as a group. Currently some being used are vanilla some are custom

                            Frost Giants

                            • I've spawned these a few times, generally they come in twos. I understand they should be difficult but I'd maybe limit it to 1 frost giant and two lesser creatures. High ab/dmg/hp.

                            Let @Puffy or I know where the spawn is and we can review the number. We have multiple Frost Giant types so let us know the exact name please. Giants as a category will be getting a complete make over

                            Lizardmen

                            • The lowly spawns of these could be a little stronger imo. Low AB/Dmg.

                            Enjoy it while it lasts! Thanks for the feedback. We'll revisit the new creatures to increase their challenge at a later date however. :P

                            Ghosts

                            • Insane ability to spot stealthy pcs. Their attack involves a reflex save for an average of 20+ negative dmg. Depending on dc, this may need rework

                            Undead getting a complete make over as a group. Currently some being used are vanilla some are custom

                            Bandit Warden

                            Poison arrows with high ab, spawned in droves in the bandit hullack quest behind barricades is most unpleasant. I'd suggest lower hp if you wanted to keep their spawn number high so that a fireball is mostly a quick answer. Otherwise lower ab. Dmg seemed fair

                            Lowered AB, AC, HP. Still dangerous but less so.

                            Displacer Beast

                            Spawns in 3's in the helmlands and high crimmond. Disarm spaming is a bit much

                            To confirm I think you mean Dirlagraun not Displacer Beast (they look the same though)
                            Let @Puffy or I know where the spawn is and we can review the number.
                            Lowered AB significantly and reduced APR from 3 to 2. Will still attempt disarm but less overwhelming. Please advise.

                            Young wyverns

                            Spawns are to many. The action economy results in definitely being con poisoned. Would tighten the amounts per spawn. Their Power level seems fine though

                            Let @Puffy or I know where the spawn is and we can review the number.

                            Satyr's - City brewery quest

                            Way too strong for what level the quest is for. High dmg/ab and other tools at their disposal decimates.

                            Is this current?I ran the quest with a lvl 5 a couple days ago and it was only difficult at the very end.

                            Retired

                            L 1 Reply Last reply Reply Quote
                            • Prof. MisclickP
                              Prof. Misclick
                              last edited by

                              Changes live vProfessor6911

                              Keep the suggestions coming

                              Retired

                              1 Reply Last reply Reply Quote
                              • HarlequinH
                                Harlequin
                                last edited by

                                Hissing crawlers - high ac, high hp, +12 ab

                                Prof. MisclickP 1 Reply Last reply Reply Quote
                                • V-RageV
                                  V-Rage
                                  last edited by Prof. Misclick

                                  Eldreth Veluthra fighters could use a tweak. Quite high DR on them

                                  Prof. MisclickP 1 Reply Last reply Reply Quote
                                  • Prof. MisclickP
                                    Prof. Misclick @Harlequin
                                    last edited by Prof. Misclick

                                    @Harlequin said in Suggestions: Monster tweaks:

                                    Hissing crawlers - high ac, high hp, +12 ab

                                    Lowered AB slightly, Lowered AC, Reduced APR from 2 to 1, Reduced HP substantially

                                    Retired

                                    1 Reply Last reply Reply Quote
                                    • Prof. MisclickP
                                      Prof. Misclick @V-Rage
                                      last edited by

                                      @V-Rage said in Suggestions: Monster tweaks:

                                      Eldreth Veluthra fighters could use a tweak. Quite high DR on them

                                      Reduced DR.
                                      Adjusted AB and changed up thematic style of them

                                      Retired

                                      1 Reply Last reply Reply Quote
                                      • V
                                        Valkyrie
                                        last edited by

                                        The statues in the eveningstar bandit quest are insane lol.

                                        Prof. MisclickP 1 Reply Last reply Reply Quote
                                        • L
                                          listen4silence @Prof. Misclick
                                          last edited by

                                          Displacer Beast

                                          Spawns in 3's in the helmlands and high crimmond. Disarm spaming is a bit much

                                          To confirm I think you mean Dirlagraun not Displacer Beast (they look the same though)
                                          Let @Puffy or I know where the spawn is and we can review the number.
                                          Lowered AB significantly and reduced APR from 3 to 2. Will still attempt disarm but less overwhelming. Please advise.

                                          Four spawned together on Grell in the area Redwoods: Backwood (I think that's the right area name), end of last week (around 25th/26th June). Sorry, I forgot to get the server version.

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                                          • sharkinajarS
                                            sharkinajar
                                            last edited by sharkinajar

                                            • Arabel, Historic Farmlands (4-6): Insects have too much HP. There are 7 waves in total, with 2 spawns per, in 3 directions. Ladybird has 23 hp, Dung Beetle 19, and Ember Beetle 21. I suggest lowering them to 15, 12, 14, or something along those lines, and lowering the number of waves to 6. The ladybirds can hit pretty hard for 4-7 damage or so as well as the dung beetles, so I also recommend lowering their strength by a point or two, as well as upping their CR by a tiny bit as they give a fraction XP of what the other two types do.

                                            • Arabel Sewers, Rotting Goblin Tribe (4-6): The boss, Fazhul the Animator, is a level 8 wizard level 1 Pale Master. He casts haste x1, vampiric touch x1, and Negative Energy Burst x2, as well as a number of circle 1 and 2 spells. I suggest removing his circle 3 spells entirely, as not only are they heavy hitting, NEB also saps strength and lesser restores are pricey/hard to come by.

                                            • Arabel, East Way's Farmlands (4-6): Has the invasion trigger issue reported here - https://nodebb.cityofarabel.com/topic/51152/wolf-infested-farms-spawning-too-many-wolves
                                              However, the enemies in this quest still need tweaking. The Hungry Wolf mob has 6 ab, and 32 HP. While 6 AB doesn't sound like too much, when you're surrounded by them flanking brings it to 8, which will maul a low leveled pc apart, and 32 HP is really high. I suggest dropping their AB to 4 (the regular wolves have 2), and lowering HP to 20, if not lower (the regular wolves have 15). The boss, Starved Dire Wolf, has AB of 10/5, with a strength of 20, so he hits quite hard, as well as having 65 hp. My suggestion would be to lower his AB to just 6 (so no 2nd apr), drop his strength, and lower his HP to something closer to 35 or so.

                                            • Arabel Sewers, Kobold's Nest (4-6): Lower the Kobold Chief's HP from 59 to 40, and remove his rage. Currently boosting his AB up to 8.

                                            • Bospir, Haunted Hill (4-6): Remove the Skeleton Priest from the quest encounter- It casts Hold Person, which can wreck someone hard at that low level. One of the encounter Triggers has a ghoul ravager in it, which is a CR10 mob. I have never seen it spawn, though odd that it is there, as well as the ghoul lord. Another encounter spawns curst enemies, such as the dreaded curst ranger that has 11 ab and chunks with a great-axe. I'm not -sure- where that AB is coming from, as it is a vanilla mob. I suggest completely removing that trigger and replacing it with one of the normal zombie encounter triggers. Also, this quest needs more undead sheep. Because it does. Baa ram you.
                                              --Bospir, Haunted Hill Interiors (4-6): The boss area of the quest, Rotting Jake, is a CR 12 enemy. It has an AB of 12/7, 109 HP, and 18 AC. It knows Called Shots, Power Attack, and Knockdown. I suggest lowering its level to 5, instead of 12, removing it's second APR and dropping its AB by a good amount to 6 or 7 AB, then lowering its AC to 14, as it is a slow, awkward zombie.

                                            • Arabel Dwarven Embassy, Upper Brewery (4-6): The boss, the Drunk Satyr, has 71 HP, which is a bit too much, I recommend only 50. He has 6 AB, which is a good amount, however he knows weapon specialization unarmed so his punches really hurt. Also, he has armor that has 5/+1 DR on it. I suggest removing the DR armor, and removing the WS unarmed feat. He also casts a level 4 War Cry, which is a little funky. The archers also have pretty high AB of 6-8 when flanking, and combined with their 1d6 sneak attacks, the dazes+sleeps of the petal fairies, you end up going through some pretty heavy damage from them. I suggest reducing their AB by 2 as well.

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