Now that the sun-spells have an automatic blind to sun-averse characters it might be time to take a look at the average monster spawn in the Burning Shores.
Right now every single spawn (both the fire giant mages and the azer cast them) comes with at least two or three mobs that all cast the spell over and over, making it so each encounter requires at least one or two uses of remove blindness.
It is spammed so much the cooldown between blinds is frequently not enough to prevent it from happening twice in the same battle.
It's kind of a bit much for the screen to go light, dark, light, dark, light, dark, from fight to fight.
Can these mobs be revisited to use similar AoE spells instead?
Burning Shores Sun-Spam
Moderators: Forum Moderators, Active DMs, Contributors
Burning Shores Sun-Spam
Irongron wrote: [...] the super-secret Arelith development roadmap is a post apocalyptic wasteland populated with competing tribes of hand-bombard wielding techno-giants, and strewn with the bones of long dead elves.
So we're very much on track.
Re: Burning Shores Sun-Spam
Why wouldn’t these fire based creatures use spells that create blinding light? I’ve noticed a great deal of mobs across the server use scimitars and my characters aren’t crit-immune.
Re: Burning Shores Sun-Spam
Yet you can use AC, magic, stealth, or anything to protect yourself against a scimitar, whereas in this case one must just endure a flashing screen over and over despite passing the save.
There's a litany of different fire spells, no less thematic, that might make it feel 'firey' without it feeling like a strobe light too.
There's a litany of different fire spells, no less thematic, that might make it feel 'firey' without it feeling like a strobe light too.
Irongron wrote: [...] the super-secret Arelith development roadmap is a post apocalyptic wasteland populated with competing tribes of hand-bombard wielding techno-giants, and strewn with the bones of long dead elves.
So we're very much on track.