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Re: Dungeon/Leveling Tweaks
Posted: Thu Feb 24, 2022 10:33 pm
by mrm3ntalist
Rhifox wrote: ↑Tue Feb 22, 2022 3:17 pm I'd like to start working on improving some places and would like to get some feedback about what players think is most in need of work.
From all the feedback so far, it seems that you will need to work on everything... good luck, have fun

Re: Dungeon/Leveling Tweaks
Posted: Thu Feb 24, 2022 10:53 pm
by Darkcloud777
Cloud peak decent has a lizard cave (cr 23) but on the route there are two encampments. I would be awesome if there could be chests at these locations. Also at the bottom is a duergar encampment that could use a reason to visit. could you up the spawn going down the path and have a cr encampment with chests there as well? a cr 30 site?
Re: Dungeon/Leveling Tweaks
Posted: Fri Feb 25, 2022 5:31 am
by Rhifox
mrm3ntalist wrote: ↑Thu Feb 24, 2022 10:33 pm
From all the feedback so far, it seems that you will need to work on everything... good luck, have fun
Pretty much, yes.
Re: Dungeon/Leveling Tweaks
Posted: Fri Feb 25, 2022 2:07 pm
by Shadostorm
casual player here with small playtime windows and still adjusting to changes made over a 10 year break from the server. Re-learning and re-discovering old areas and trying the new ones out so not extensive current server knowledge but here's what I've experienced since coming back (no particular order).
Crystal Cave is a definite go once and never return until I forget, go back and die and then remember why I never used to go there lol. Last time my warlock went there after getting hit with an ice storm (soggy debuff) ran to get in range to cast on the imp and ran over a trap my 30+ spot didn't see in time and instagibbed for over 290 electric damage...and the traps are everywhere with imps on different platforms range casting...so no thanks lol.
One area for the 12-14ish lull could be a hag cave rework as its relatively small and basically using the gnoll cave lvl 2 map and only 3 chests there and no boss. The other dungeons up to that point a pretty solid. As it is now its barely worth going to risk vs reward but with some editing/expansion could fill a gap after minotaurs and is already in the natural progression path.
Skuldask's cave is kinda the same...nice map but not very rewarding to visit and the boss is a no go vs risk.
Winding waters area, cave and temple were great additions even though the camera situation in there can be annoying lol.
Things are fairly smoothe for the first 12 levels or so, then a small hiccup before you can do xvarts/uldoon/wyverns/winding waters/etc.
Aside from that its mostly epics where choices are limited and several areas are high magic/dispels. Scaling for epic areas is a quick fix until more areas can be designed/implemented for 20+ unless some areas are tweaked.
Nerfing the spawns on popular areas for the sake of it being a popular area shouldn't be a thing. If the spawn rate is mechanically too high for the area then it should be adjusted/balanced down to where its not oppressive, conversely some areas may need higher spawn rates or just more density.
As for info for new players perhaps incorporate that into the BG city tour guide pointing out said merchants and their popular items/potions in the dialogue? (i've not done the tour so forgive me if that's already there). Maybe a NPC that points out lvl appropriate adventure areas/directions per hub based on char lvl?
Re: Dungeon/Leveling Tweaks
Posted: Fri Feb 25, 2022 9:25 pm
by FallingStar
The Whistler wrote: ↑Thu Feb 24, 2022 4:02 pm
Just bring back scaling, it's really that simple.
This.
Re: Dungeon/Leveling Tweaks
Posted: Sat Feb 26, 2022 4:15 am
by Darkcloud777
switch out the imps with winter wolves in the crystal cave.

no more ranged and they can be in packs on the various islands.
Re: Dungeon/Leveling Tweaks
Posted: Sun Feb 27, 2022 10:52 am
by Whirlwind
artemitavik wrote: ↑Wed Feb 23, 2022 2:00 am
I always had a HORRIBLE time leveling from like 19-23 or so
Same here.
20-25 range was hard work, though I suppose I'm meaning from a purely solo play angle.
The Whistler wrote: ↑Thu Feb 24, 2022 4:02 pm
Just bring back scaling, it's really that simple.
Yeah... I'm inclined to agree on that too.
Re: Dungeon/Leveling Tweaks
Posted: Tue Mar 01, 2022 7:02 am
by FallingStar
Besides a few outliers, nobody actually enjoys nwn2 combat mechanics. We play this outdated, drunk game as a vehicle for storytelling. Grinding is a tedious process and there simply isn't a way to make it enjoyable. The month-long experiment of leveling being more of a chore should be just about done now.
Re: Dungeon/Leveling Tweaks
Posted: Tue Jul 12, 2022 8:48 pm
by Rad-Icarus
artemitavik wrote: ↑Wed Feb 23, 2022 2:00 am
I always had a HORRIBLE time leveling from like 19-23 or so
Have you gone up north and looked at the ruins in the High Moor, or the woods, water cave, and fiend temple surrounding Winding Water? It's close to the troll cave and troll crags which also works well for low 20s adventuring.
Re: Dungeon/Leveling Tweaks
Posted: Wed Jul 13, 2022 3:05 am
by selhan
*Raise hand*
1. Just get rid of mobs dispelling so much !
2. Increase level gap, Hard to help lower levels while trying not to eat their xp
3. I really dont see it hard to level in low 20s it only costly on wands!
4. Newbies can come to the Goblet! The Bartender tell newbies where to gooooo!

Re: Dungeon/Leveling Tweaks
Posted: Wed Jul 13, 2022 4:14 am
by Theodore01
FallingStar wrote: ↑Fri Feb 25, 2022 9:25 pm
The Whistler wrote: ↑Thu Feb 24, 2022 4:02 pm
Just bring back scaling, it's really that simple.
This.
absolutely this
Re: Dungeon/Leveling Tweaks
Posted: Wed Jul 13, 2022 4:22 am
by Theodore01
Rad-Icarus wrote: ↑Tue Jul 12, 2022 8:48 pm
Have you gone up north and looked at the ruins in the High Moor
We did give it a few tries. The 1. level is great from a challenging/design point, but way to difficult for a CR13 area. As we came back (around lv18-20) we could handle the spawns - but then we did not get much XP/Treasure anymore.
The second level is much easier and also boring compared to the first one.
Re: Dungeon/Leveling Tweaks
Posted: Wed Jul 13, 2022 4:54 am
by EasternCheesE
selhan wrote: ↑Wed Jul 13, 2022 3:05 am
*Raise hand*
1. Just get rid of mobs dispelling so much !
2. Increase level gap, Hard to help lower levels while trying not to eat their xp
3. I really dont see it hard to level in low 20s it only costly on wands!
4. Newbies can come to the Goblet! The Bartender tell newbies where to gooooo!
Speaking of mobs dispelling so much:
What places can you name where mobs spam dispel aside from:
1) Epic bosses
2) Yuan-ti
3) Oghrann ruins
?
I often hear people say mobs have tons of dispels, but even playing a rogue with UMD or less-then-30-cl melee warlock with UMD and no hips, i never faced too much of dispels outside of three areas i mentioned. Oh, maybe also graypeaks, but it makes sense that CR 28 magicians can and will dispel your buffs.
Re: Dungeon/Leveling Tweaks
Posted: Wed Jul 13, 2022 5:12 am
by Józef Taktyka
Disease inflicted by kobolds in Hilltop Ruins is quite painful for low lvl chars.
Re: Dungeon/Leveling Tweaks
Posted: Wed Jul 13, 2022 7:27 am
by selhan
EasternCheesE wrote: ↑Wed Jul 13, 2022 4:54 am
selhan wrote: ↑Wed Jul 13, 2022 3:05 am
*Raise hand*
1. Just get rid of mobs dispelling so much !
2. Increase level gap, Hard to help lower levels while trying not to eat their xp
3. I really dont see it hard to level in low 20s it only costly on wands!
4. Newbies can come to the Goblet! The Bartender tell newbies where to gooooo!
Speaking of mobs dispelling so much:
What places can you name where mobs spam dispel aside from:
1) Epic bosses
2) Yuan-ti
3) Oghrann ruins
?
I often hear people say mobs have tons of dispels, but even playing a rogue with UMD or less-then-30-cl melee warlock with UMD and no hips, i never faced too much of dispels outside of three areas i mentioned. Oh, maybe also graypeaks, but it makes sense that CR 28 magicians can and will dispel your buffs.
I was kidding on the dispel, its just a common complaint I also hear. 2-4 I was being serious.