I’m not posting here to rant, and I may get some a few mortars from others saying how easy this quest is and such, but I’d like a dev to please step up and post some kind of reply to this message.
Last night I played with a group of people who have extensive experience in running the Stormreaver pre-raid. By extensive, let me preface that by saying that most of these people have suits of scales armor or robes on at least one of their characters or even multiple characters. And they did not buy the scales as such they acquired them by running the quest over and over again only trading within the semi-static group. Basically they run it every Tuesday and Wednesday night.
We ran the quest on Normal difficulty.
Now last night was the first time they have done the pre-raid since Mod 5 went live, so we were all interested to see what kinds of changes happened as we knew there would be some.
There was a post in the release notes for Mod 5 about some hiding places and such that were removed and we found these ‘removals’ right away. That was not a surprise, and was mostly expected.
The Blue Dragon and Giant were not too difficult. A few changes to the AI were seen, but this section of the quest we were able to complete with minimal difficulties.
The White Dragon and Giant were definitely modified. Why was the Giant modified to be immune to so many spells? Our casters were hitting him with maximized/empowered scorching rays and he was only taking 15-25 yellow damage. Also he was totally immune to firewalls? Was it believed that this part of the quest was simply too easy and needed to be toughened up? I’d also like to ask why was the Giant able to spam maximized Comet Falls on the entire party the whole time? We were fairly stretched out, I was about 1/4 across the room when the fighter that was tanking the Giant was hit with a Comet Fall, and I took damage? Why was the area effect increased so large? This part of the quest took us two attempts, but we did get it completed.
The Black Dragon and Giant were a whole different story. We tried a couple different approaches. We did get the giant down to a sliver, then focused on the Dragon, but the Giant was spamming himself with empowered Heals, and in a matter of about 15-20 seconds was at full health. Then he started dropping delayed blast fireballs on the party and these had to be maximized and empowered healing on the Dragon.
Many reported: You take 160 pts of fire damage from a delayed blast fireball, 30 is stopped by your fire resistance…?
The casters were wiped out in one shot. I was dropping resurrections and heals on the entire party as fast as they would either recharge or the scrolls would allow.
Also I’d like to point out that both the dragon and the giant were not missing on any melee attacks. One of our fighters had ~400hps, and about a 50AC, and I was having to cast heal spells as fast as they would recharge just to stay constant health on one player.
The acid in the room was also a bit extreme and was hitting for 60-80 pts each time you got lucky enough to be thrown into it. 30 was stopped by your acid resistance…
The AI on the Giant was obviously modified, but considering we ran this on Normal, this was far to the extreme of making it more difficult.
I’m not getting on the band-wagon of mobs should also have the mana restrictions the player have… but this was a massive modification to the quest that was far above and beyond “making the quest a bit more difficult”.
1 Cleric, 2 Casters, and 3 Tanks, we called no joy after the 5th party wipe.
I understand that you want to make the game a challenge, and there is always the issue of unbalanced game play, but the modifications to this quest definitely seemed excessive. I’d request that you review the changes you made and consider if these changes were a bit ‘to much’ on this quest, particularly the Black Dragon segment and on Normal difficulty…
Regards,
…Graz