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Viper monks
Posted: Sun May 10, 2020 5:24 am
by Babylon System is the Vampire
First, let me say I love the overhaul. Its actually a scary dungeon now, instead of just annoying. Its still annoying mind you, but its scary too! But the boss room needs some adjustment. As soon as you get in, you are swarmed by a spawn that isn't part of the group, usually with one of the new bosses. Even alone my summons pushed me behind the door as a result, and with a group it was just a dumpster fire. And even if you can beat that initial wonkiness, the boss's crew which is pretty deep in its own right on top of the big baddy comes crashing down on you eventually before that fight is over. The room either needs to be made bigger to allow for the side group that you fight early on to not be on you as soon as you transition, or you need to eliminate that spawn all together. There is not enough space to maneuver and try and fight back as it is now.
Re: Viper monks
Posted: Sun May 10, 2020 5:38 am
by The Rambling Midget
Really, every boss room that comes after a transition should have some sort of antechamber, even if it's just a small hallway, unless the encounter has been specifically designed and balanced with the intention of trapping incoming PCs.
Re: Viper monks
Posted: Sun May 10, 2020 7:35 am
by Babylon System is the Vampire
Just to clarify some more, just in case, the positioning of the boss is fine. Its the second spawn off to the left as you come in that swarms you as you are screen loading, usually blocking you behind the doorway. The alert script does what it does as they are all humans, and by the time you get yourself out of transition hell you are now surrounded by ten monks minimum, including a boss and a mini boss from the first spawn. The first time it went down like that, I thought that was unlucky. The second same exact scenario. The third time I had more people with me and it was actually worse because now you have three players trying to get out of the doorway. While a antechamber would probably improve the scenario a ton, it may be as simple as ensuring that second spawn is further back into the room as well.
Re: Viper monks
Posted: Sun May 10, 2020 8:29 am
by Kuma
The Rambling Midget wrote: Sun May 10, 2020 5:38 am
Really, every boss room that comes after a transition should have some sort of antechamber, even if it's just a small hallway, unless the encounter has been specifically designed and balanced with the intention of trapping incoming PCs.
The illithid boss is a good example of this. The stairs down lead into a closed corridor/chamber, and the door into the boss room isn't itself a transition, preventing the issues discussed here.
(the dungeon generally has lots of "in area" transitions preventing mob respawns and causing this issue to happen, just with normal spawns, but that's a common thread among many dungeons)
Re: Viper monks
Posted: Sun May 10, 2020 4:45 pm
by Maladus
There are a lot of areas that I remember that dump you right on top of enemy spawns which in my opinion is just bad design even if it’s intended to be an “ambush.” It’s especially egregious when it’s the boss which is typically the most difficult fight in any dungeon.