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    Swifty Willownall

    @Swifty Willownall

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    Latest posts made by Swifty Willownall

    • Zombie Warriors

      This mob in my opinion either needs to be weakened, or it's name or visual appearance needs to be changed to indicate the danger of the mob. If you encounter a group of zombies, it generally spawns in anywhere between say, 6-10 of them. Half of them are usually just regular zombies, but half of them are zombie warriors. They look almost identical, except the zombie warriors generally are holding a club or some sort of other one handed weapon.

      The problem is, zombies are very weak. They have perhaps a dozen hp, and maybe an attack bonus of like, 4.

      Zombie warriors on the other hand...
      7c9039a9-046f-4e80-9934-444d793b1b36-image.png

      To compare, mountain bears generally have an attack bonus of +13, but they tend to spawn solo at a time. Because of how similar zombies look to zombie warriors, it can be very easy for someone to charge into a group of them, kill a few weak zombies easily, and then get torn apart very quickly and die.

      I feel it's fair to mention however, that the warriors share the same weakness as normal zombies and are quite easy to just, run away from.

      posted in Implemented/Closed Suggestions
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      Swifty Willownall
    • RE: Limit the distracting effect of mushrooms to until the next rest only

      Back in my day, we did mushrooms FOR the weird effects and didn't care about 'powers'. Grumbly old man noises.

      posted in Implemented/Closed Suggestions
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      Swifty Willownall
    • Psychic Arrow amount

      Issue Location: Boss room, one of the sarcophagi
      Quest Name: Starwater Tomb
      NPC Name: Jasmine Popine
      NPC Location: EveningStar
      Server Version: 8840
      Screen Shot: 0411932a-0b47-43e2-88c4-f672c79bb97b-image.png

      Issue Description: The loot spawns a stack of 999 of these pretty little guys. Probably TGTBT.

      posted in Closed Bugs
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      Swifty Willownall
    • Goblin Valley: Optional hard encounter

      The main threat in the optional hard encounter has a few charges of a touch attack acid damage thing. However, it using this ability actually weakens the creature. We just rushed it and killed it before it dealt any damage. I would recommend removing this ability, or upping the damage it does considerably.

      posted in Implemented/Closed Suggestions
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      Swifty Willownall
    • RE: Quest Feedback: Goblin Valley revised

      @Mr-Moloch Yeah. Current version. 8839

      posted in Closed Bugs
      S
      Swifty Willownall
    • RE: Quest Feedback: Goblin Valley revised

      @ShadowRealm Yes. Difficulty is just focused on optional 3. The rest of it is fine. If anything, it may be a bit easier than the previous version due to the number of goblins being reduced(which also reduces the number of attacks, and the number of goblins that spawn with sneak attack) Liberal use of ghostly visage is very strong on this quest as per usual against small armed, green people. The design of the area for optional 3 is good as well. With how it descends, it immediately made me know that something dangerous awaits me there and had me cautiously approaching.

      Edit: Sturdy is telling me that he and another party managed to do this optional 3 as well and they survived with his barbarian tanking some hits. He says he nearly died. He does however have roughly 160ish hp and was soaking 6 damage per hit he took. The party managed to focus the main threat down before anyone died.

      Thinking on it more, it's one of those encounters that can turn south pretty fast, but things like haste and improved invis can help out immensely too. So it's a bit harder to gauge the actual difficulty of this encounter than I first thought.

      Ultimately it was fun. 👍

      posted in Closed Bugs
      S
      Swifty Willownall
    • Quest Feedback: Goblin Valley revised

      Party: level 9 Paladin with gear tailored against goblins and an armor class focused build.

      Quest area: I like it. It's much more open than previously but still has a valley vibe to it. It condenses down what the old quest has without losing it's identity. There's goblins, in the valley, and you gotta go kill their chieftain.

      Optional area 1, camel guy: I enjoy that this is out of the way, but discoverable with a tiny bit of exploration. I enjoy what is there to interact with.

      Optional area 2, what's black and white and read all over?: Another findable area and optional extra thing to do during this quest. It's neat, just had a couple of bugs. There is an NPC to talk to with some skill checks. The first time I talked to it, I failed the skill check and it seemed like the NPC was going to attack me. But they stayed blue. I talked to them two more times. On the third time, a 5th skill check option appeared, and a 6th non-skill option appeared as well. I chose the sixth option, but was unable to complete it. I am unsure if you need search for it, it sounds like you do.

      Optional area 3, don't stick your head in it's mouth: Hooboy, I went into this section of the map with expectations and they did not disappoint. There is a clear warning telling you that it's optional and hard, and the sign isn't lying. This was my first time doing this quest, and so I actually left and rested before coming back in fully buffed. I know I'm not supposed to do that, but it was for testing purposes, and I'm kind of glad I did. My buffs would not have been enough alone, and I had to drink a few potions to survive the encounter. I believe that this encounter is deadly enough to warrant a rest before it, and since it's near the end of the quest a number of buff durations could expire before getting to it. And the kicker? The second part of the fight bugged out and didn't aggro onto me. They just stood still and watched my duel.

      Now, I'm advocating for both sides here. I think this encounter, assuming all the things don't bug out, is way over the top and deadly for a 4-10 quest. Any regular party attempting this unprepared is probably going to TPK, and a party of people who have actually attempted this encounter before and has an idea of what to expect still has a very likely chance of TPKing. That said, I found it fun because my PC was built for things like this. I felt challenged and engaged, and it IS an optional encounter. There is nothing forcing the party to do it. I did find that the loot in there wasn't worth the threat of dying over however. It was more of the same that I found in the normal part of the quest. This was my first attempt, so I don't know the scope of what can drop. Perhaps I just got RNGd.

      posted in Closed Bugs
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      Swifty Willownall
    • RE: Second level transmutation spells

      @Haer-Dalis-83 By this you mean, have the spell work sort of like legend lore or PfA, where you select from a radial menu of options? Though, I am unsure how that would work for classes that don't get access to certain animal buffs, like clerics not getting cat's grace, etc.

      posted in Implemented/Closed Suggestions
      S
      Swifty Willownall
    • Troll alignment incorrect

      Small bug. After testing it for a few resets, I've come to notice that the alignment for the trolls in the troll quest are incorrect. At least, the Troll Berserker, as bonuses vs CE are not being applied. Unsure if the other trolls are likewise incorrect.

      posted in Closed Bugs
      S
      Swifty Willownall
    • Birchwood trees

      A friendly reminder that Birchwood trees were found in the mountains that no longer exist. I think Moloch wanted to move them somewhere.

      posted in Implemented/Closed Suggestions
      S
      Swifty Willownall