Frostdale Expansion

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$chase$
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Post by $chase$ »

you would think rp players would be more apt to fight..
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Post by Elagneros »

lord_modred wrote: the entire back story of this realm is that the entire world is at war, it doesnt make sense to not kill people who are trying to wipe out everything you hold dear.
True, but there's also the fact the the faction NPCs are so blinded by their dogma and beliefs that they can't see straight anymore. Just read the full conversation from Mendon in the rift. The factions have pretty much all lost sight of their original goals. However, PCs are all newcomers and don't subscribe to the "party line" at the start. Some might get wholly indoctrinated by their factions, but it isn't unreasonable that some of the newcomes can still see past the petty hatreds and disagreements that keep conflict going.
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Post by Elagneros »

$chase$ wrote:you would think rp players would be more apt to fight..
Please. RP players don't make the types of characters that can cope on a PvP server.
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Post by CrazyJ »

Yeah we could really use some updates to FD for the intermediate levels. Currently it seems people start killing wolves in their early teens then move to Ice Giants or efreets around 20th and stay there until they feel comfortable heading into the planes. Ice Trolls would be a nice step between Wolves and Ice Giants or at least give some builds that can't do Ice Giants right away another option. FD seems to be a hub of activity because of it's ferry system but unfortunatly with all the traffic it is getting to be a bit overcrowded.
Might I suggest Sunken? A party of level 16s with a couple of casters and some raise scrolls can usually fight their way all the way through it.

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Post by Celorn »

Sunken is good.... but you know what? All the faction cities have around the same CR as the sunken mobs AND many of the faciton bosses drop good gear...

That could be one reason FD was compacted, it encourages people to look elsewhere to levelup, thus encouraging more PvP and more exploring instead of people running the grind from place A to B to C ...
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Post by P. Fricebottle »

A party of 4 of mine went to Frozen Skellys the other day. If any place needed changes, that place is it. We took 2, not 1, 2 clerics there. Also we had two mages with uber summons (great damage), yet the xp was still slow-going. I had 5 heals slotted, 4 mass heals (I took Healing Domain as well), and 6 Undeaths to Deaths. Since when did 6 Undeaths to Death not kill a single skelly out of 6? All the Skelly's are either just completely resisting the spells or taking half damage, those who actually take full (which is still only 300) don't seem to notice because they have 2k hp.
    Raise overall CR by 5-7
    • or...
    Lessen their spell resistance and saving throws (since when does undead resist stuff anyway, they're soaking machines hence the 2k hp) so spells like heal actually do notable damage. When 6 Heals can't bring a Skelly near death, something is wrong. By the time a cleric/mage can get high enough to completely override the skelly's SR and Saving Throws, they don't give enough xp anymore.

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    Post by Death Dealer1 »

    yeah, and i posted elsewhere that they are immune to control undead. when they fail the save it says the are immune to mind spells and hence have immunity. why would you even have a spell called control undead if it never controlled undead?
    if i didn't do it...someone else would have.

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    Post by Elagneros »

    Revisiting this subject.

    I think using the cave where the efreets used to be for ice trolls would be a pretty good solution. It would make the trolls more accessible than they were in the past, and more people might use them. It could also give the Devs someplace to add a few level 16 items in, particularly for the small handful of weapons that aren't represented by anything more than an Imbued weapon. Overall, the challence the trolls give should br roughly equivalent to a faction city or Sunken. In fact, they could have a small system of caves down there that links the two inactive cave entrances in FD, and maybe even has an entrance into the Icy Crypt. That was one of the better aspects of FD in the past, the fact that there was a big complex of caves, ruins and crypts that were all interconnected.

    As for the undead, I honestly have little experience with them. They always seemed to be more trouble than they were worth, inflicting a lot of damage, having extremely high hps, and lots of damage reduction. Adjusting them to be about the same difficulty as trolls or efreets would be good.
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    Post by P. Fricebottle »

    The frozen skellys used to be more trouble than they're worth, but now they're worse. It used to be for the Unkown Evil Blades only, but with Planes in theres better items now so absolutely no one goes in there anymore. It used to be cleric-only, now its nodoby. Control Undead doesn't work on them even though they're undead, the maximum I've ever seen a Heal spell do on them was 600 damage (with Healing Domain) and anything Cure Serious Wounds and under does no damage at all.

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    Post by kgb »

    I would like to see the healing domain brought back to prominence. After all a cleric that goes to the effort of focussing on this domain to get empowered healing spells should be rewarded. They are in effect bucking the system of making clerics with solely trickery and travel domains to get haste and improved invisibility.

    I would like to see a variety of clerics. I loved my old cleric who could go and attack the minotaurs and morsatai and use his cure serious and heals to inflict alot of damage. It was not a powerful ability in the scope of the whole server where heals lose their offensive capability.

    This is in comparison with haste and improved invisibility which is invaluable wherever you go.

    I call for a removal of the constraints on the amount of healing and damage provided by heal spells to keep variety alive.

    I would like to see some more undead areas (there maybe one in the planes) but I do not have characters who venture there)

    Perhaps we could create a Lich King (or is that unknown evil - again i dont know never met it died before I could) or a Draco Undead Dragon with some huge fear!

    let me know what you think

    kgb
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    Post by Nemesis Revised »

    a Draco Undead Dragon with some huge fear!
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    Post by P. Fricebottle »

    First, before we create more undead areas, something must be done with the current ones. At the moment as it stands, the current areas are at least 2x slower at leveling for a cleric than normal areas.

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    Post by Cthulhu Drega »

    kgb wrote:I would like to see the healing domain brought back to prominence. After all a cleric that goes to the effort of focussing on this domain to get empowered healing spells should be rewarded. They are in effect bucking the system of making clerics with solely trickery and travel domains to get haste and improved invisibility.

    I would like to see a variety of clerics. I loved my old cleric who could go and attack the minotaurs and morsatai and use his cure serious and heals to inflict alot of damage. It was not a powerful ability in the scope of the whole server where heals lose their offensive capability.

    This is in comparison with haste and improved invisibility which is invaluable wherever you go.

    I call for a removal of the constraints on the amount of healing and damage provided by heal spells to keep variety alive.

    I would like to see some more undead areas (there maybe one in the planes) but I do not have characters who venture there)

    Perhaps we could create a Lich King (or is that unknown evil - again i dont know never met it died before I could) or a Draco Undead Dragon with some huge fear!

    let me know what you think

    kgb

    so with that thinking should death domain get bonuses to harm spells and the like? seems only fair especaly since one of the powers for death domain ( the summond shadow) does not work


    oh and on a side not not every cleric has travel and trickery i have a evil and death domain cleric thats quite nasty so far ( and yes i know thoes domains overlap on the bonus spells .. big deal )
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    Post by Death Dealer1 »

    i have a cleric with death and healing domain..i like to cover my bases :)
    if i didn't do it...someone else would have.

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    Post by IcemanXV »

    Frozen Skellys was pointless in my travels. I was level 22, and each skelly gave me like 70-90 xp each, and took an age and a half to kill. And this is with a paladin, who could knock them down every round, have a warhammer (isn't blunt supposed to be good vs skellys? why do they have 15/- DR vs it?), oh, and let's not forget the +2d6 divine from bless weapon and +10 divine from divine favor supposedly giving me an edge. By the time I am strong enough to actually take on more than 3 skellys at a time, I'll be in my 30s, and it will be dumb to go there for 5 xp a pop ;) They already have a buttload of hp, oh, and let's not forget having undead(skeleton in specific) immunities. Even at 30 damage (mostly divine) per hit it still takes more than 2 turns to kill 1 skel. Boost the CR, or tone them down a tad, please. One of the two. Right now the place is being avoided like the plague, and I don't blame the players for doing so.

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