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    Suggestions: Monster tweaks

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    • 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

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      • 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.

            Prof. MisclickP 2 Replies Last reply Reply Quote
            • sharkinajarS
              sharkinajar
              last edited by

              • Moonsea Ride, Wyrm Cave (4-6): The fire elementals spawned have 8 AB each. I am not sure of their damage, because they're the vanilla spawns. However they do have on hit fire, and pretty hefty attacks. I am not too sure, but I think that the encounters might have been intended to have the custom fire elemental resrefs. The boss is perfectly fine.
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              • ?
                A Former User
                last edited by

                Sewers spawn large packs of spiders at once. None of the spawns themselves were very rough, but when they web you up in a small corridor you get surrounded and have no where to run. These would be good in the big open areas of the sewers but spawning in the small corridors are rough. The spawn in question was: 3 giant spiders, 2 skitterlings, 1 sword spider, 1 ettercap

                Prof. MisclickP 1 Reply Last reply Reply Quote
                • sharkinajarS
                  sharkinajar
                  last edited by

                  Long eared bats for some reason can cast sunburst, which is a circle 8 spell, and also for some odd reason can damage non-undead.

                  alt text

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                  • EchoE
                    Echo
                    last edited by

                    Removed Sunburst from Long-Eared Bats

                    "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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                    • HellzYeahH
                      HellzYeah
                      last edited by

                      Young Wyverns have DC 26 Con poison

                      This seems high

                      Magpie [17:05] I am begining to notice that people have my quotes within their signitures on the forums <_<

                      Prof. MisclickP 1 Reply Last reply Reply Quote
                      • O
                        Orin1234
                        last edited by

                        Ghosts and their Negative blast are a bit rough when encountered in groups of more than one. They heal eachother and damage the party at the same time. And the damage is often double digits. Facing 3, you might get hit for 45 hp of damage easy in one round. And they can do it again their next attack.

                        COA Discord Conduct Guidlines
                        https://nodebb.cityofarabel.com/topic/60049/coa-discord-guidelines

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

                          @sharkinajar said in Suggestions: Monster tweaks:

                          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.

                          Ladybird- CR 1/2. Can't easily adjust this one. Reduced difficulty instead for the low xp reward.

                          • lowered HP
                          • lowered bite damage

                          Dung Beetles

                          • Lowered HP
                          • Lowered AC
                          • Lowered AB

                          Ember Beetles

                          • Lowered hp

                          Retired

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

                            @sharkinajar said in Suggestions: Monster tweaks:

                            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.

                            Removed Palemaster
                            Lowered Wizard level
                            Removed NEB
                            Other adjustments foig

                            Retired

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

                              @sharkinajar said in Suggestions: Monster tweaks:

                              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.

                              Hungry Wolves CR 2

                              • lowered strength
                              • lowered con
                              • lowered wis
                              • lowered level of animal class
                              • lowered ab
                              • lowered hp
                              • lowered damage

                              Starved Dire Wolf CR raised from 4 (4.24) to 5 for xp.

                              • lowered str
                              • lowered dex
                              • lowered wis
                              • lowered level of animal class
                              • lowered hp
                              • lowered APR
                              • lowered damage
                              • lowered AB
                              • AC make them very easy to hit.

                              Retired

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

                                @Valkyrie said in Suggestions: Monster tweaks:

                                The statues in the eveningstar bandit quest are insane lol.

                                lowered str
                                lowered hp
                                removed true seeing
                                lowered Construct level
                                lowered AB
                                lowered APR
                                lowered damage
                                removed manual adjustment -2 to CR to give an xp bump
                                removed weapon specialization

                                Retired

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

                                  @sharkinajar said in Suggestions: Monster tweaks:

                                  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.

                                  Seems to have been no boss. Put Kobold Chieftain back in the encounter

                                  Retired

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

                                    @sharkinajar said in Suggestions: Monster tweaks:

                                    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.

                                    • Removed Ghoul
                                    • Removed Skeleton Priest.
                                    • Added some more variety in spawns
                                    • Removed all Curst enemies. I can't modify them so will put them back when the Undead Catagory is done.

                                    -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.

                                    • Lowered class levels
                                    • Lowered AB
                                    • Lowered speed from normal to slow (peg leg zombie after all)
                                    • Lowered AC
                                    • Lowered HP
                                    • Reduced APR
                                    • Artificially raise CR to 8 for bump in XP

                                    Retired

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

                                      @sharkinajar said in Suggestions: Monster tweaks:

                                      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.

                                      Drunk Satyr

                                      • Lowered Creature level
                                      • Lowered HP
                                      • Lowered Con
                                      • Lowered AB
                                      • Unarmed specialization does not affect Creature Weapons. Removed anyhow.
                                      • Removed DR
                                      • Removed -2 CR for a bump to experience.

                                      Archers

                                      • No Change

                                      Added more variety to the encounter so should not always get the Archers and/or Petals

                                      Retired

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

                                        @sharkinajar said in Suggestions: Monster tweaks:

                                        Moonsea Ride, Wyrm Cave (4-6): The fire elementals spawned have 8 AB each. I am not sure of their damage, because they're the vanilla spawns. However they do have on hit fire, and pretty hefty attacks. I am not too sure, but I think that the encounters might have been intended to have the custom fire elemental resrefs. The boss is perfectly fine.

                                        There are two fire elements. One is standard the other custom.

                                        • Changed the Minimum Creatures from 2 to 1. That should allow for greater flexibility for the encounter system to adjust to party size and to make it less deadly for solo types.

                                        Helmland Fire Elemental

                                        • Lowered Elemental class levels
                                        • Reduced APR from
                                        • Lowered AC
                                        • Lowered con
                                        • Lowered hp
                                        • Lowered AB

                                        Retired

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

                                          @Latok said in Suggestions: Monster tweaks:

                                          Sewers spawn large packs of spiders at once. None of the spawns themselves were very rough, but when they web you up in a small corridor you get surrounded and have no where to run. These would be good in the big open areas of the sewers but spawning in the small corridors are rough. The spawn in question was: 3 giant spiders, 2 skitterlings, 1 sword spider, 1 ettercap

                                          Would you check CARES please @Puffy ?

                                          Retired

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

                                            @HellzYeah said in Suggestions: Monster tweaks:

                                            Young Wyverns have DC 26 Con poison

                                            This seems high

                                            Standard spawn. Will address when we get to the Dragon Category.

                                            Retired

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