Possible rogue based quest
Im quite fond of rogues, and you can ask any one i group with i love traps. What i would like to see is maybe a quest or event geared towards rogues. Kinda like Stealthy Reposesion but more trap bassed. Like the old world crucible. Were the point is to run through all the traps without dying. The trap boxes on the the other side of the traps and the like. I would personally have the quest set to just making it through alive as the point of the quest. Have solo-elite difficulties maybe add a few secret doors with mobs for those who arnt rogues =). I know this is alot like the crucible with the trap part and the swimming part. But i would like one that any level rogue can get to and try, one that possibly sets to the level of the player or group instead of being a specific level.
Stealthy Repossesion, PART 2
Stealty Repo stands as a good training run for sneaky & stealthy types. I have run it on elite with untwinked 2nd level Halflings. Casters and Melees can also run it, with durability, creativity, or a bit of both.
I would look forward to a series of quests along a similar path. The Quickfoot Gang have turned up in Cerulean Hills, Searing Heights. Their Hideout has toppled a few times, perhaps explaining why they make their presence known in that Vile Apothecary. Where will they, or their allies, next appear?
How would you design a follow-on quest for Stealth/Lockpick/Trapsmith types, without shutting out other play styles? What elements would you include besides traps and locks)? Can you a challenge for the "insidious cunning" bonus bypassing all mobs and not forcing conflict with oozeis and vermin?
Great thread ... so much to review!
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Originally Posted by
The Rocking Dead
I agree, traps which waste a significant amount of time or resources ultimately do a better job of exhibiting a rogue's usefulness than one which poses a minor inconvenience.
A suggestion - a de-buffing trap. You run through an anti-magic field or a break enchantment spell is triggered, stripping you of your buffs. That would slow zergers down for certain, if only to avoid party caster aggro. Also, why wouldn't high level dungeons in particular have debuff zones, especially if they know you are coming?
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Originally Posted by
Lorien the First One
And there should be some optionals that NEED a rogue. No rogue? Fine, you just lost that optional mob and the associated xp & chest.
Fluffy is right. If you made the search animiation faster (it is PAINFULLY slow) it would be huge. A slight increase in the disable animation also wouldn't hurt but it isn't as bad.
Yes, yes, yes.
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Originally Posted by
barecm
The unfortunate reality is that Turbine will not develop quests for a single class.
OK -
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Originally Posted by
Hence
What about other things Rogues and other classes can do? Like sneak and hide? ... All classess should be allowed an alternative way to complete quests then just hack-n-slash. Or alternative ways of helping a party complete a quest faster and easier besides just "trap-monkey".
Helped you out Hence. I completely agree with your premise. I would like to see less quests with "kill everything" to win and more "alternative" ending solutions that make insidious bonus worth trying for. Why do you always have to kill the named at the end rather than sneak and steal? And not only rogues sneak and steal.
Quote:
Originally Posted by
The Rocking Dead
Lastly, I hear your concerns over the search and disable actions, especially in regards to the fact that people are willing to suck up the damage to save a little time. All I can say is that I'll bring it up for discussion and we'll see if anything comes of it.
Thank you.
Dont forget about the little people
Yes I think there should be Multiclass specific quests too.
I mean when are they going to design something we can enjoy as Halfling Bard/Wiz/Barb dragonmarked shuriken specialists who plan to re-spec to double-mace as soon as it comes out????! Doesnt anyone care about us??