Spriggan rework
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Spriggan rework
I've noticed that the Spriggan writ dungeon was "touched" recently, and I think in a bad way.
Some of the mobs now have ~41 AB, maxed out in cleric buffs I have 53 AC as a non-divine class. That's full plate, tower shield, barkskin potion, +5 vestments, shield of faith, PfA, and mage armor. Without divshield to bump me up further, that's as high as your typical sword and boarder is able to go. And, for pve content 53 AC is pretty good for the most part. However, in a writ meant for level 14-20 (I believe), I was getting thrashed. Usually I get hit a few times, critted, whatever, but I was being consistently hit for more than I could kit away.
Additionally, the new mage mob has upwards of 40 AC, and they cast mass haste as one of the first spells in their rotation. This in particular is an excessive addition to an already-challenging dungeon (remember, this dungeon already had Priests which cast storm of vengeance as one of their first spells as regular spawns.) EDIT: Forgot to mention, the mobs also dispel more often and better than before.
Of course I'm not saying that every writ should be "ezmode" or whatever you want to call it, but I feel this was made to be too punishing, especially for those who probably do not have a cleric/favored soul buddy helping them out with their AC like I did. I would not be surprised if people stopped taking this writ altogether, especially since the XP/GP reward has not been changed to compensate, if i recall correctly.
Please consider revisiting the balancing of these new mobs.
Some of the mobs now have ~41 AB, maxed out in cleric buffs I have 53 AC as a non-divine class. That's full plate, tower shield, barkskin potion, +5 vestments, shield of faith, PfA, and mage armor. Without divshield to bump me up further, that's as high as your typical sword and boarder is able to go. And, for pve content 53 AC is pretty good for the most part. However, in a writ meant for level 14-20 (I believe), I was getting thrashed. Usually I get hit a few times, critted, whatever, but I was being consistently hit for more than I could kit away.
Additionally, the new mage mob has upwards of 40 AC, and they cast mass haste as one of the first spells in their rotation. This in particular is an excessive addition to an already-challenging dungeon (remember, this dungeon already had Priests which cast storm of vengeance as one of their first spells as regular spawns.) EDIT: Forgot to mention, the mobs also dispel more often and better than before.
Of course I'm not saying that every writ should be "ezmode" or whatever you want to call it, but I feel this was made to be too punishing, especially for those who probably do not have a cleric/favored soul buddy helping them out with their AC like I did. I would not be surprised if people stopped taking this writ altogether, especially since the XP/GP reward has not been changed to compensate, if i recall correctly.
Please consider revisiting the balancing of these new mobs.
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Re: Spriggan rework
This is probably the thread that inspired the change: viewtopic.php?f=37&t=28248
That dungeon needed a change, it was disgustingly easy to do, and not to mention, it has a really nice loop between Urdlen's Wake and the Peak, allowing you to circle grind it.
By comparison, if you looked at dungeons of similar level like the Formorian caves near the Sharps or Minmir caves, it was the easiest one, by far. The ogres in this last one I think have a similar power level to many of the new spriggans and having done both, I still feel like the spriggans are easier, but not a cakewalk as they were before.
Storm of Vengeance is extremely easy to avoid, by either just moving, or drinking a clarity and only the High Priest should actually be dispelling anything you have.
That dungeon needed a change, it was disgustingly easy to do, and not to mention, it has a really nice loop between Urdlen's Wake and the Peak, allowing you to circle grind it.
By comparison, if you looked at dungeons of similar level like the Formorian caves near the Sharps or Minmir caves, it was the easiest one, by far. The ogres in this last one I think have a similar power level to many of the new spriggans and having done both, I still feel like the spriggans are easier, but not a cakewalk as they were before.
Storm of Vengeance is extremely easy to avoid, by either just moving, or drinking a clarity and only the High Priest should actually be dispelling anything you have.
Re: Spriggan rework
Avoiding SoV is not easy when you're fighting in those very cramped pathfind-weird beholder tunnels.
Don't forget the Confusion spamming mobs, the poison, the umberhulks, this was not an irrelevant dungeon. It *could* be relatively easy, but it was also generally pretty precarious, any given mob could have 2+ SoVs and dispels coming out. adding a Mass Haste casting mage and rampantly buffing the melee numbers seems very unnecesary.
This dungeon was on ECL for 13-19's, so greater dispel was absolutely still a threat here. If this change is to stay its writ level needs to be drasticaly readjusted.
Don't forget the Confusion spamming mobs, the poison, the umberhulks, this was not an irrelevant dungeon. It *could* be relatively easy, but it was also generally pretty precarious, any given mob could have 2+ SoVs and dispels coming out. adding a Mass Haste casting mage and rampantly buffing the melee numbers seems very unnecesary.
This dungeon was on ECL for 13-19's, so greater dispel was absolutely still a threat here. If this change is to stay its writ level needs to be drasticaly readjusted.
Re: Spriggan rework
I agree that the new spriggans are tough. All of the new ones seem to have high AC. And the wrecker hits too hard for its low xp, meeting two of them at the same time is so deadly. They should all have increased CL and tweaked stats
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Re: Spriggan rework
Anything that provokes a response (moving, using a resource (clarity), etc) isn't brainless. I don't necessarily think writs should be especially difficult, just not brainless (mindlessly mowing through stuff without any thought for tactics or preparation). On this we will likely disagree, so I'll leave it at that.
However, there is definitely such a thing as too difficult, and I feel this is it from my experience. I think the numbers need to be tweaked, mass haste removed (some of the spawns come in packs of 6+. that is way too many mobs to be receiving a haste from a cast of a single spell) and/or the xp/gold output boosted.
However, there is definitely such a thing as too difficult, and I feel this is it from my experience. I think the numbers need to be tweaked, mass haste removed (some of the spawns come in packs of 6+. that is way too many mobs to be receiving a haste from a cast of a single spell) and/or the xp/gold output boosted.
Re: Spriggan rework
three wolf moon wrote: Thu May 14, 2020 10:06 pm Anything that provokes a response (moving, using a resource (clarity), etc) isn't brainless. I don't necessarily think writs should be especially difficult, just not brainless (mindlessly mowing through stuff without any thought for tactics or preparation). On this we will likely disagree, so I'll leave it at that.
However, there is definitely such a thing as too difficult, and I feel this is it from my experience. I think the numbers need to be tweaked, mass haste removed (some of the spawns come in packs of 6+. that is way too many mobs to be receiving a haste from a cast of a single spell) and/or the xp/gold output boosted.
I was going to post a response but this really covers everything better than I could. Couldn't agree more.
Re: Spriggan rework
I'm pretty sure that everyone knows that the number of spawns is relative to your own level.Lexx wrote: Sat May 16, 2020 12:54 amthree wolf moon wrote: Thu May 14, 2020 10:06 pm Anything that provokes a response (moving, using a resource (clarity), etc) isn't brainless. I don't necessarily think writs should be especially difficult, just not brainless (mindlessly mowing through stuff without any thought for tactics or preparation). On this we will likely disagree, so I'll leave it at that.
However, there is definitely such a thing as too difficult, and I feel this is it from my experience. I think the numbers need to be tweaked, mass haste removed (some of the spawns come in packs of 6+. that is way too many mobs to be receiving a haste from a cast of a single spell) and/or the xp/gold output boosted.
I was going to post a response but this really covers everything better than I could. Couldn't agree more.
While it's a writ range of 14 - 20, not all writ are equally easy or difficult.
For example, the Black Orc Fortress is especially unforgiving for those below level 20. In fact, it is one of the writ that shouldn't even be attempt alone at that particular level range of 15 - 20.
Regarding avoiding storm of vengeance, i really don't think it's that difficult because you will definitely know if "High priest" is spawned or not and prepare yourself for him to cast it. And assuming that you're moving forward in a dungeon, the "Backward direction" is generally free of mob, sometimes, pathing and narrow corridor can be a disadvantage to you because it limit your running. Similarly, sometimes, it's what saved me when i'm being mobbed.
Generally, when fighting that particular dungeon, i will take note of their most nasty spell and once they casted it, i will run off to a narrow area which generally allows 2 monsters space ( as much as i could find such spot ) and smite them to death.
And it's also assuming that you feel that it's hard since you're doing solo.
I'm not sure on other people but once i am now around the level 27. i also still find myself solo more often. And certain places like Dis which have many narrow spots, it actually saved me more than it cause me to die since i always feel that it's keeps me awake when i have to think on how to engage the enemies. It does happen when i find myself facing 3 spawned Pit Lords and one of them is unique. I always went to fight them in those narrow corridor whereby i face them one-on-one. It's more of trying to strategize how you plan on engaging the enemy rather than just charge and be mobbed by them.
And i especially hate Mourn's manor because that place is too wide and makes finding a spot to engage them separately incomparably difficult. In fact, sometimes when i want to try this very difficult challenge, i always find myself stocking up 100x Clarity Potion, 300x Healing Kits, Restoration scrolls etc. It's like cost of 50k expenditure just to find the satisfaction if i can actually clear it alone.