Wargrider archer goblin mobs

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Mil
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Wargrider archer goblin mobs

Unread post by Mil »

WHAT: 3 x Goblin warg riders, archers (dismountable, they continue to act as archers)
WHERE: Ambush, usually around the bridge near entry to Beregost, from BG side
WHY: +18 AB, which means they all have, in total, 9 attacks; they happen to prey upon lv12-ish and higher chars and are extremely lethal due to the fact you have to kill them TWICE (first, as riders and then as "usual" goblins who are also archers with +18 AB)
OP'S THOUGHTS: This ambush is example of utter BS - no mid-level char, even with decent +2 and +3 protective armor & items can do a sustained fight with these. My characters have been ambushed twice and both time with disastrous results (Stan Mars, first time, died like a coward with arrow in his back; "Smiley" Dias barely got out, due to the fact Beregost was near). This ambush would have *some* sense if it was happening to groups of people, rather than solo characters, and if the xp gained from fighting and eventually defeating these would be substantial... but neither are the case.

FINAL THOUGHTS: Dear developers/DM's, do as you wish with this review-slash-bug report, but know that these particular mobs in this particular ambush scenario are practically PC-killer and serve no meaningful use.

P.S.: "Git Guud", "L2P" and similar comments will be met with extreme waggling of middle finger
stevebarracuda
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Re: Wargrider archer goblin mobs

Unread post by stevebarracuda »

I know it sucks to get Fugued. But...
these particular mobs in this particular ambush scenario are practically PC-killer and serve no meaningful use.
Answer: it's dangerous to travel alone?

The Sword Coast—in Canon Lore—is notoriously dangerous to travel. Just read Volo's Guide, if you don't believe me.

It's also been historically understood that the farther one travels from Baldur's Gate, the more dangerous it gets (our Server history).

I guess a supportive response would be to create a Caravan option from Beregost to Nashkel, as that would be a likely in-character solution to foolishly traveling alone. But I'm not a Developer.
As J.G. Ballard has said, "It's a mistake to hold back and refuse to accept one's own nature."
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Re: Wargrider archer goblin mobs

Unread post by Deathgrowl »

Steve nails it. It's an ambush and it is dangerous because it's supposed to make players wary of traveling the road alone. Obviously this isn't quite as effective on level 30s, but they are certainly not overpowered for the area they are in provided you travel as a group.

However, I would disagree with adding more quick-routes to travel. It makes teleporting more and more redundant (why add it in the first place if you can just quick-travel with NPCs?) and it removes the encouragement to try finding more people to travel with, and thus removes one of the encouragements to RP!
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Blackman D
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Re: Wargrider archer goblin mobs

Unread post by Blackman D »

i remember when the ambush scripts were first ninja'd in and people ran into them

all you heard was "dude wtf was that?! that was awesome! i got jumped!" :lol:

they should turn the frequency back up :twisted:
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Mil
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Re: Wargrider archer goblin mobs

Unread post by Mil »

stevebarracuda wrote:I know it sucks to get Fugued. But...
these particular mobs in this particular ambush scenario are practically PC-killer and serve no meaningful use.
Answer: it's dangerous to travel alone?

The Sword Coast—in Canon Lore—is notoriously dangerous to travel. Just read Volo's Guide, if you don't believe me.

It's also been historically understood that the farther one travels from Baldur's Gate, the more dangerous it gets (our Server history).

I guess a supportive response would be to create a Caravan option from Beregost to Nashkel, as that would be a likely in-character solution to foolishly traveling alone. But I'm not a Developer.
This is a good idea, except the said ambush happens between FAI and Beregost - not that Xvart 4-man ambush is much easier but at least melee range *can* be escaped... arrows, not so much.

In any case, if I'm too cheap to pay 50 or 100 gold (or whatever) to get from point A to point B, I *should* be ambushed.

And for your collective information, no, it's not fun when you're 800xp away from leveling, low on health and kits and then Goblin 7th Cavalry appears out of thin ****ing air. Losing is one thing, losing to BS is a KB-breaker.
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Tsidkenu
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Re: Wargrider archer goblin mobs

Unread post by Tsidkenu »

My suggestion would be to change either the number or kind of mobs that spawn. That is still supposed to be a level 7-9 area and to have not one but three +18AB worg riders dumped on you seems a bit harsh considering that CR12 minotaurs only have +17AB.

I would change the spawn to 1 worg rider and plenty of 'lesser' goblins, ie. maybe 2 elites, 2 bombers.

Fully agree that it is best to travel in a party. I still do this with my mage even though she is now level 29 and more than capable of defending herself from most threats.
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Ariella
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Re: Wargrider archer goblin mobs

Unread post by Ariella »

i would like to see alot more of these ambushes
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Re: Wargrider archer goblin mobs

Unread post by mrieder79 »

On this server, you should always have plenty of healing available and several escape tricks ready for situations like this. Even at epic levels if you don't want to get fugued, you have to be ready for the **it to hit the fan at any minute.

It sucks when you were really looking forward to leveling but I think you will find, over time, that the challenges presented by the server make it more fun.

I would suggest that you never travel without a healthy supply of healkits and healing potions, especially if you are low on health. If your toon is not strong alone, always have some potions of flight handy, about 5. This will really help with a getaway. As you loot, keep the useful "save your ass" potions handy and on a hotbar. You will find some good ones that will come in handy.

I recommend you get in a group and head to high hedge and kill dire bears. You'll make your level in no time.

Best of luck and good adventuring.
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Valefort
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Re: Wargrider archer goblin mobs

Unread post by Valefort »

While frustrating the unexpected keeps you on your toes, also those goblins can be escaped if you can't fight them. If everything is predictable how is that an adventure anymore ? Having several solutions to get out of trouble is a good policy, and it's also very sensible IC wise !
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Re: Wargrider archer goblin mobs

Unread post by DM_Xzar »

Blackman D wrote:i remember when the ambush scripts were first ninja'd in and people ran into them

all you heard was "dude wtf was that?! that was awesome! i got jumped!" :lol:

they should turn the frequency back up :twisted:
People suddenly started RPing and talking while all by themselves, because they thought a DM was behind it. :D
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stevebarracuda
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Re: Wargrider archer goblin mobs

Unread post by stevebarracuda »

DM_Xzar wrote:... talking while all by themselves...
It still happens!
As J.G. Ballard has said, "It's a mistake to hold back and refuse to accept one's own nature."
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Zanniej
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Re: Wargrider archer goblin mobs

Unread post by Zanniej »

Though I agree on most what is said here, I do feel they are too tough for where they are. I can handle multiple enemies of what is around there, most likely without taking damage. But when I got waylayed by these things, I was dead within 4 rounds, while I was running away from them after the first round or so.
The only way I might've survived was by casting invis, though I would most likely still die while casting.
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Thorsson
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Re: Wargrider archer goblin mobs

Unread post by Thorsson »

Are they more difficult than the Wyverns or the Xvart Village, which is the area they are in? I think not.

The fact that you can usually get away with the run between Beregost and Nashkel with a low level character doesn't mean that you should expect to.
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Zanniej
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Re: Wargrider archer goblin mobs

Unread post by Zanniej »

Mil wrote:... This is a good idea, except the said ambush happens between FAI and Beregost ...
Like I said, I agree to most what is said here, and you always should expect trouble, and I don't mind an ambush being harder than the rest of the area. I made that mistake quite often already, and I appreciated the surprise along the way.
However, this ambush is significantly harder. Like I said, I can handle quite a few of the mobs in the area, at the same time, with considerable ease. These however, were plain overpowering. I don't know if I could survive just one of them, let alone the whole bunch!
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