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View Full Version : Is there a list of dungeons that have respawns in them?



Tarrell
02-16-2010, 11:26 PM
I was wondering because I'd like to avoid them like the plague. DDO felt special in that each dungeon was a set challenge until I entered one where things kept respawning every two minutes, having respawns just makes it like any other MMO. So I'd like to avoid them.

Thanks.

Natulyre
02-16-2010, 11:28 PM
I was wondering because I'd like to avoid them like the plague. DDO felt special in that each dungeon was a set challenge until I entered one where things kept respawning every two minutes, having respawns just makes it like any other MMO. So I'd like to avoid them.

Thanks.

An offering of blood. You'll like it :>

Tyrande
02-16-2010, 11:46 PM
I was wondering because I'd like to avoid them like the plague. DDO felt special in that each dungeon was a set challenge until I entered one where things kept respawning every two minutes, having respawns just makes it like any other MMO. So I'd like to avoid them.

Thanks.

Taming the Flames (Fire Elementals)
An Offering of Blood (Drow)
The Tear of Dhakaan (Hobgoblins at the Hobgoblin Village)
Zawabi's Revenge (Gnoll Archers)
Tomb of the Shadow King (wraiths)

Morningfrost
02-17-2010, 12:05 AM
An offering of blood. You'll like it :>

You will love the Tomb of the Shadow King as well, tons of incorporeal undeads that keep respawing.

Shassa
02-17-2010, 12:11 AM
There are respawning pirates in Ghost of a Chance if you lallygag. Yarrrr!

budwise09
02-17-2010, 12:18 AM
In the WW quest Venn's Trail: Clan Tunnelworm, in the area where you drop down the pipe and have kobold throwers and shamans waiting for you. They respawn after some time.

Tarrell
02-17-2010, 01:03 AM
I was wondering because I'd like to avoid them like the plague. DDO felt special in that each dungeon was a set challenge until I entered one where things kept respawning every two minutes, having respawns just makes it like any other MMO. So I'd like to avoid them.

Thanks.

Thanks for all the replys :)

Yeah so I fight my way into the Ghost of a Chance instance a little ways and the phone rings, so I think "Oh I've gone AFK heaps of times, no prob..." go downstairs... make a coffee while talking... I come back and the pirates who I just killed were standing over my body. I'm scratching my head thinking "Wha..??"

Hehe thanks for the replies, appreciate it.

Rasczak
02-17-2010, 03:05 AM
respawns are part of the challenge of some of the quest, and in rp it makes sense to have respawns o.O

Never heard of there being a problem with it, how many respawns can be a problem but never heard of there being respawns having some negative effect on the game. Especially on monsters that horde

Siro
02-17-2010, 04:54 AM
respawns are part of the challenge of some of the quest, and in rp it makes sense to have respawns o.O

Never heard of there being a problem with it, how many respawns can be a problem but never heard of there being respawns having some negative effect on the game. Especially on monsters that horde

The challenge of the quest rises by the number of times a set of mobs respawn. This makes it very hard to assign a challenge rating to a quest. Even hordes should have their limits.

Rasczak
02-17-2010, 05:04 AM
The challenge of the quest rises by the number of times a set of mobs respawn. This makes it very hard to assign a challenge rating to a quest. Even hordes should have their limits.

I would have to disagree to a point. In each quest there are safe spots where respawns don't effect you. If you stand around at the place where mobs spawn then obviously you going to have to fight them all, but if you fight and kill them and move onto an area the respawns generally have no effect on you.

An example of where I agree with you is epic oob where you take to long to kill mobs then the respawns get involved as well. But on that same point if you move forward then the respawns hang around doing nothing and don't effect you.

In most cases the respawns never effect anything along the lines of shrines, or hunting you out beyond a certain point. As the original OP mentioned, he killed monsters and then went afk, dying when respawn happened. If he had moved down to the end of the passage he would have been safe. He would have been out of sight of any respawns and unaffected.

I would have no problem though if they changed the mechanics to say only activate respawns if characters has moved off the respawn spot, but I would not say limit it to a certain amount of waves or take it out completely.

flynnjsw
02-17-2010, 05:36 AM
Invaders respawns flensers and reavers. Tomb of the Tormented the Tormented sort of respawn, but you need them to AP you can get meat! VoN 6 base monsters respawn as well.

tihocan
02-17-2010, 08:21 AM
DDO felt special in that each dungeon was a set challenge until I entered one where things kept respawning every two minutes, having respawns just makes it like any other MMO.
Basically any place with respawn means "you should be moving away from this place fast", and is part of the quest challenge (and you can pretty much always find a safe spot somewhere if you need to afk). Some spawns are also meant to keep a static fight challenging (e.g. Desert Caravan, Shroud part 1, Tower of Despair part 3), and in these places you just can't take a pause (typically they are not too long though, so you can have a break once you're done).

I would say respawns are useful to introduce some specific quest dynamics, which can be interesting. As long as they're not abused of, I'm fine with them :)