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Re: UD - Duergar Compound

Posted: Mon May 29, 2017 10:11 am
by K'yon Oblodra
Is there any good strategy to fight a beholder? Or is it about resurrecting each other only :D

Re: UD - Duergar Compound

Posted: Mon May 29, 2017 10:42 am
by Nyeleni
Monks prolly.

Re: UD - Duergar Compound

Posted: Mon May 29, 2017 11:56 am
by Blackman D
the only way to get close to a high CR beholder is invisibility or ethereal but then you have to hope you do a high amount of damage in the few seconds before your downfall

so i guess if you had a bunch of rogues and fighters with a cleric to give them all etherealness (and to collect the bodies after :lol: ) you could probably do it in a few waves depending on its hp

Re: UD - Duergar Compound

Posted: Mon May 29, 2017 2:27 pm
by Flasmix
Beholders should never be things that spawn on their own. They're the quickest way to cut a trip short and send everybody back home.

Re: UD - Duergar Compound

Posted: Mon May 29, 2017 8:19 pm
by Moridin
Well, beholders are the cheesiest creatures in the realms after all. They can arguably be worse than dragons. In order to farm beholders, one would need immunity to necromancy, evocation, and abjuration, as well as protection from petrification and spell shield... Only one of which I think is actually in BGTSCC. Flasmix, that is also why we are suggesting a boss rather than random spawns.

Re: UD - Duergar Compound

Posted: Mon May 29, 2017 10:38 pm
by Blackman D
well random spawns are only 5-10 CR, will mess you up still but they are doable

the 20 and 30 CR ones would just be laughing the entire time

Re: UD - Duergar Compound

Posted: Tue May 30, 2017 1:31 am
by Tsidkenu
Or, in BG2, all you needed was that large shield that reflected beholder rays back at their source. . . kinda took away all the challenge though. :roll:

Re: UD - Duergar Compound

Posted: Tue May 30, 2017 4:47 pm
by Moridin
A shield that doubtless would never get into this game, due to how it disables beholders, and creatures like them. The cloak of mirroring never would be in this game either, as it was even more overpowered, being able to deflect ray attacks and damage from spells back at the attacker. Using either is actually frowned down upon by the BG2 community, except in no-reload runs.

Re: UD - Duergar Compound

Posted: Tue May 30, 2017 5:20 pm
by Flasmix
I wouldn't fight it as a boss if I was paid to escort people. Anti-magic eye is the worst thing ever. It's not even a fight that requires skill then, but luck in that you pray you don't roll a 1 on any of your saving throws.

We already have the Illithid Brain Hive that spawns those mini-beholders that anti-magic you during that fight too. I don't think we need any more bosses that strip wards.

Re: UD - Duergar Compound

Posted: Tue May 30, 2017 5:35 pm
by chad878262
Yeah, but we do need more bosses in the Underdark, IMO...

Re: UD - Duergar Compound

Posted: Tue May 30, 2017 11:25 pm
by Velaris
Got a couple ideas here:

1. What I'd be interested in seeing is the underdark being more unpredictable or dangerous at times. Not an instant kill of everything, but perhaps when a dm logs in they could spawn some challenging mobs on player groups and make them worth more xp.
I've had a dm on the surface spawns groups of mobs on my cleric in the fields of the dead, and rp'd it as the undead responding en masse to my goodness.

2. Having an elite version of the mobs spawn randomly instead of a normal mob in each zone. This would be fun to experience, so long as it was less predictable.
I would prefer it to be a surprise in the underdark. That's what ambushes are for :)

The underdark is supposed to be pretty dangerous, but currently even lower level players can walk around most zones without feeling they need to be careful because they know what to expect and where.

Just an idea.

Re: UD - Duergar Compound

Posted: Wed May 31, 2017 12:12 am
by K'yon Oblodra
Gotta say I am no fan of random spawns that are stronger than the usual spawns. When you try to level and then something drops on you and possibly cuts off your retreat it's really not fun to lose the xp for dying. It would turn a possible leveling area into an area one would avoid because the risk won't be worth the reward.

Kinda have that in the tar pits with the cubes. The basilisks are very much enjoyable for my character atm but the cubes can become very dangerous especially when blocking one's path in these narrow tunnels.

Currently have no better ideas though :oops:

Re: UD - Duergar Compound

Posted: Wed May 31, 2017 1:54 am
by Moridin
Well, if the server decides to build areas East of Sshamath, we could have frandom Gauth ambushes on small parties.

Re: UD - Duergar Compound

Posted: Wed May 31, 2017 2:28 am
by Astegard
At low levels the myconids at the beetles got me a lot, suddenly having 2 higher level mobs than the beetles popping out of stealth on you is bad.
And they taunt aswell lowering you AC and they have pretty high AB for that level.

Re: UD - Duergar Compound

Posted: Fri Jun 02, 2017 8:36 pm
by Cubicle
Oghranns is CR25-26 now (Riverrift and Oghranns can now be reached through Mistlake). Corpse quest fixed + more corpses can now be found in lower lvl areas.

^ I'll modify the myconids later.

EDIT: Oghrann has a couple aethetic issues, but is functional. The sky and a couple spawn names need to be modified. Need to modify boat names as well. Let me know if you find anything else.