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Izlude's Torment

Posted: Tue Jan 19, 2021 12:56 pm
by Monchichi
Hi,

I wanted to ask what was the reasoning behind the new changes, and what was hoped to be achieved?

That instance offers very much for minor effort, and it does need some love. But I fail to see how adding a door that can only be opened by certain players would adress the problem of that place being to easy, for the loot it gives.

Considering how short this instance is, would it not be better to seriously bump up the damage on the mobs.

Turn the boss, into a boss. Seeing as elite mobs of that instance are stronger than the actual boss.

And perhaps add minibosses that hold keys that you need to reach the end.
Instead of adding a lock that only allows classes that can already solo most of the epic dungeons, to pass through.

Also, I found a way to pass through that door but I wont post it here.
Ill send it through PM to any developer/dm that sees this.

Re: Izlude's Torment

Posted: Tue Jan 19, 2021 1:06 pm
by Good Character
Is a certain door now locked behind a door needing Open Lock?

Re: Izlude's Torment

Posted: Tue Jan 19, 2021 1:14 pm
by Monchichi
They added a new hallway to where you teleport in, and it has a new door that needs to be opened the same way as the other doors that are locked in that instance.
And no, lock pick skill is irrelevant.

I dont know how phrase it without revealing FOIG info.

Re: Izlude's Torment

Posted: Tue Jan 19, 2021 2:16 pm
by Skarain
Well, I have been there afew times. I do not claim to know all the mechanics, but I suspect anyone can open the door if they complete a puzzle - if you will. Again, I do not know if it actually works like that. Nothing against shortcuts to specific classes, as long as a longer way around existst.

Well, truth be told, I would be relatively fine with it being class locked, as long as other places have similiar perks to different specializations. Its not like you do not have options in places where to gp as an epic level character.

On topic of raising damage of ordinary mobs, yeah please no. Every time my 12 con lvl 20 bard has been there to help their epic buddies, i've been mindblast magic damage nuked into oblivion in doorways when 5-10x Illithids decide that is a good place to camp, so can't even run out or in.

Re: Izlude's Torment

Posted: Tue Jan 19, 2021 4:07 pm
by Monchichi
Skarain wrote: Tue Jan 19, 2021 2:16 pm Well, I have been there afew times. I do not claim to know all the mechanics, but I suspect anyone can open the door if they complete a puzzle - if you will. Again, I do not know if it actually works like that. Nothing against shortcuts to specific classes, as long as a longer way around existst.

Well, truth be told, I would be relatively fine with it being class locked, as long as other places have similiar perks to different specializations. Its not like you do not have options in places where to gp as an epic level character.

On topic of raising damage of ordinary mobs, yeah please no. Every time my 12 con lvl 20 bard has been there to help their epic buddies, i've been mindblast magic damage nuked into oblivion in doorways when 5-10x Illithids decide that is a good place to camp, so can't even run out or in.
It is not a puzzle to open the door, it is a class requirement. Classes that already have the luxury of clearing more epic content on their own than any other class can.

Even if it would mean that I cant keep soloing that place anymore with minimum effort, as a fighter/WM with 40ac, I do think that place needs to be harder.
Turning up their damage would mean more preparation is required from groups that would wish to raid that place.
Instead of locking it exclusively to classes that already have the most options to solo most of the content.

And if you spawn into a group of ten mobs in a epic dungeon that offers some of the best loot, you should expect to get seriously roughed up.

Make it a challenge instead of locking out half the PC's that wish to visit that place.

Re: Izlude's Torment

Posted: Tue Jan 19, 2021 5:09 pm
by Batrachophrenoboocosmomachia
Hi, please blame me for this! Goal here was nothing more than reducing the number of internal transitions to make cheesing the AI a little less trivial, but the force field versus the tentacle or just standard doors were purely a bad (or absent!) judgement call on my part.

This was just intended to be a minor layout change, so my apologies for the error and frustration- I'll patch that tonight! As for the other feedback, I like the ideas but there are other dungeons that need love first (and Izlude's is a pretty modern dungeon, and not in too bad a place I don't think, it requires some actual tactics).

Will post an update once fix is live.

Re: Izlude's Torment

Posted: Tue Jan 19, 2021 5:43 pm
by Monchichi
Batrachophrenoboocosmomachia wrote: Tue Jan 19, 2021 5:09 pm Hi, please blame me for this! Goal here was nothing more than reducing the number of internal transitions to make cheesing the AI a little less trivial, but the force field versus the tentacle or just standard doors were purely a bad (or absent!) judgement call on my part.

This was just intended to be a minor layout change, so my apologies for the error and frustration- I'll patch that tonight! As for the other feedback, I like the ideas but there are other dungeons that need love first (and Izlude's is a pretty modern dungeon, and not in too bad a place I don't think, it requires some actual tactics).

Will post an update once fix is live.
Thanks!
Id be happy to help out by doing a run that the team can observe, how my suboptimal character deals with it alone in a short amount of time without skipping content.

Re: Izlude's Torment

Posted: Wed Jan 20, 2021 9:42 pm
by Batrachophrenoboocosmomachia
Update replacing that one set of force fields is live.