Talon_Moonshadow
11-10-2011, 02:57 PM
should mean something.
U12 has brought us changes in two major raids that have made it obvious that the Devs need to respct the fact that player special abilties and defenses should be useful.
Abbot: Monks walking on water. Cleric Divine Intervention. Rogue cheat death.
Despite fighting a would-be-demi-god... who has every right to have this super Inferno attack to kill everyone in the area of "his" personal arena. Players have super powers too! And should be able to use them!
Ice puzzle is a different matter. Actually I think all of the puzzles need looked at.
But players have the right to have special defenses that can be used to combat the special powers of monsters (raid bosses)
None of these are automatic survival tricks. But they should give smart players a chance to survive!
(I would argue FvS Wings as well...but they wont actually give us Fly. :( )
Shroud: and a few other areas like the Reaver spikes.
Blade like objects should be evadable! Ref saves should matter. DR. AC. (and ok...I admit it... HP should matter too... :cool: )
I am all for monsters having dangerous abilities. I am all for a challenge.
(But I hate puzzles. I can't jump. I don't have mad keyboard/twitch skills.)
But I am really against making quests that purposely just disregard a special ability of a class/PRE or whatever.
There are so many was to make certain things more useful and to make dungeons fun.
Pit Fiends should have fort IMO. But Rogues should be able to evade certain tyes of attacks. (and a group of spining blades should be very evadable IMO.)
High AC chars should be hard to hit with melee attacks (but not invulnerable). But those with low Ref saves and no spell buffs to deffend against magical atacks should be easy enough to kill for caster monsters.
Smart monsters should kill healers. Should fly is they have wings!
Liches who have super spells to burn up everything around them should still have to worry about the Divine Intervention of a God's High Priest.
Somehow the super Rogue can still cheat the death he was supposed to have.
Wow...that master of self discipline was able to run over the deadly water and survive....
So... let him. If he has no way to help his fallen comrades, he will die soon enough on his own.
And maybe the next Inferno will kill him.
It's not an exploit to use a special ability to survive.
If the dungeon was poorly designed that some mechanic can be bypassed, than fix that mechanic.
Why does picking up one book ahead of another break the quest sequence?
Why is a critical object in a spot that any Monk can just walk over too?
Change quests that have to be changed. But allow special abilities to be useful too.
There is a middle ground.
No tactic should be an easy button. But special abilties should still be useful.
U12 has brought us changes in two major raids that have made it obvious that the Devs need to respct the fact that player special abilties and defenses should be useful.
Abbot: Monks walking on water. Cleric Divine Intervention. Rogue cheat death.
Despite fighting a would-be-demi-god... who has every right to have this super Inferno attack to kill everyone in the area of "his" personal arena. Players have super powers too! And should be able to use them!
Ice puzzle is a different matter. Actually I think all of the puzzles need looked at.
But players have the right to have special defenses that can be used to combat the special powers of monsters (raid bosses)
None of these are automatic survival tricks. But they should give smart players a chance to survive!
(I would argue FvS Wings as well...but they wont actually give us Fly. :( )
Shroud: and a few other areas like the Reaver spikes.
Blade like objects should be evadable! Ref saves should matter. DR. AC. (and ok...I admit it... HP should matter too... :cool: )
I am all for monsters having dangerous abilities. I am all for a challenge.
(But I hate puzzles. I can't jump. I don't have mad keyboard/twitch skills.)
But I am really against making quests that purposely just disregard a special ability of a class/PRE or whatever.
There are so many was to make certain things more useful and to make dungeons fun.
Pit Fiends should have fort IMO. But Rogues should be able to evade certain tyes of attacks. (and a group of spining blades should be very evadable IMO.)
High AC chars should be hard to hit with melee attacks (but not invulnerable). But those with low Ref saves and no spell buffs to deffend against magical atacks should be easy enough to kill for caster monsters.
Smart monsters should kill healers. Should fly is they have wings!
Liches who have super spells to burn up everything around them should still have to worry about the Divine Intervention of a God's High Priest.
Somehow the super Rogue can still cheat the death he was supposed to have.
Wow...that master of self discipline was able to run over the deadly water and survive....
So... let him. If he has no way to help his fallen comrades, he will die soon enough on his own.
And maybe the next Inferno will kill him.
It's not an exploit to use a special ability to survive.
If the dungeon was poorly designed that some mechanic can be bypassed, than fix that mechanic.
Why does picking up one book ahead of another break the quest sequence?
Why is a critical object in a spot that any Monk can just walk over too?
Change quests that have to be changed. But allow special abilities to be useful too.
There is a middle ground.
No tactic should be an easy button. But special abilties should still be useful.