I am generally all for quests becoming harder if they also provide better rewards. Simply making the existing quests hArDeR doesn't necessarily make them better, imo. I don't particularly enjoy running through them, but this doesn't have all that much to do with their difficulty.

Latest posts made by Acemvi
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RE: Make the following quests HARDER
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RE: Buff the power of DM loot
@man-in-the-mist "Let the ruling classes tremble at a L O O T revolution. The players have nothing to lose but their crafted gear. They have a world to win."
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RE: Expansion of scummy Arabel Areas
Now JoeKickAss can stop repeating the same point again and again in Discord. Agreed.
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RE: Orc head bounty system
I sort of thought that was the whole point of this quest. It’s otherwise a mindless slog where you just go from room to room in a fairly linear fashion.
I don’t know if this is intentional design (surely not) but very few quests have reasons to do them despite difficulty or length due to standardized XP and gold rewards. Getting rid of the heads entirely instead of putting a simple cap on them just makes it more likely people will never touch it (like Ants).
The questing experience in CoA is already dire, let’s not artificially lengthen the time needed to invest in it by nerfing every additional source of XP.
My recommendation would be to reduce the number of mobs (and therefore heads) but make them tougher to compensate if need be. I’d still do this even if I was only getting 500 XP for turning in the heads (after all of them are funneled to my PC).
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Gear for Niche Builds in Stores
One way of promoting build diversity is by the presence of gear that allows classes to branch out from their usual niche. An example would be spellswords, who frankly suck in CoA on account of low hp levels meaning they're dead the moment they get dispelled on the frontlines. The Fighter/Ranger/Paladin level they take also heavily penalizes them as they'll either never get 5th circle spells as a Sorcerer or miss out on a bonus feat as a Wizard.
Here's an example of some gear. All of this gear would be OUB Barbarian/Fighter/Paladin/Ranger/Sorcerer/Wizard and require that there be majority Sorcerer/Wizard levels along with at least 1 level in a martial class.
Warmage's Polearm
Halberd, +2 AB, +2 magical damageSpellsword's Arming Sword
Longsword, +2 AB, +2 magical damageSpellsword's Buckler
Small Shield, no ASFWarmage's Uniform
Robes, 5/+1 DRRing of Battlefield Acuity
+1 Concentration, +1 Discipline, +1 TumbleAll of this gear could be added to the merchant in Clover Market (I forget her name, the pale elf who stands by Clodagh).
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RE: Nerf Treasure Hunts
@bowser said in Nerf Treasure Hunts:
@hellzyeah This is also a great suggestion to improve on how it exists ATM. But @druidtek I'm not sure I agree. As a support character I usually find I have even more gold/supplies than as a frontliner. I definitely feel as it exists currently is a "Too good to be true" Feel.
In fairness, this is likely due to the fact that non-frontliners tend to burn through gold and supplies at a much slower rate than frontliners.
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RE: Vaylan crypt / goldfeather quest
There was a brief discussion in Discord and consensus seems to be "let's reduce the mobs and see what happens." Will be happy to give it another go.
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RE: Vaylan crypt / goldfeather quest
Can confirm, it's very painful. Especially when you're spawning 4 at a time as a group. Weirdly enough, the mobs will focus fire one person at a time instead of spreading the damage around, which makes it even harder.
It was hilarious, but it's probably not balanced too well atm.