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High Hedge (after recent updates)
Posted: Wed Aug 02, 2017 1:44 pm
by Steve
Hello,
As most everyone knows—or should know...—the High Hedge area was top-notch for XP gain for melee-based toons (and pretty much all other toons). Killing dire bears by the millions is easy peasy work!
With the (re)addition of the High Hedge scorpion mobs, it got even better—the spawn rate is super high, and a single toon soloing in lvls 14–16 can easily pick up 3k XP per hour (or more...imagine a group grinding here?!). And you can watch a movie while doing it, as there is little need to worry your Toon will die in this place.
So I have some suggestion, and a buggy issue to offer.
The buggy issue is the Scorpions themselves, who cause some very weird shadowing effects. See image below.
I'd also like to suggest adjusting these things:
- Turn down the spawn rate a bit, unless it is wanted to be this good!
- Give a spawn/mob some range attack, so Toons can just camp an place in this Area and let the spawns come to them (infinitely).
- Give the scorpions some poison! Something a tad more worrisome, to pay attention too.
This isn't a complaint post, just an FYI with a bit of suggestions, because really, it is just too easy here (unless that is meant to be this way???).
Cheers.
Re: High Hedge (after recent updates)
Posted: Wed Aug 02, 2017 1:48 pm
by Aspect of Sorrow
Will need someone running a windows machine to confirm the shadowing behavior.
Re: High Hedge (after recent updates)
Posted: Wed Aug 02, 2017 1:55 pm
by Valefort
Yeah I never noticed that shadowy bug.
The spawn rate was not touched at all though, the list of spawns got updated from only bears to bears or scorpions, and they are actually poisonous. It's the ones that used to be there.
And .. that area is CR 8, what are you doing there with a level 14-16 ?

Re: High Hedge (after recent updates)
Posted: Wed Aug 02, 2017 1:57 pm
by mrm3ntalist
Yes, that sounds too easy. Is the spawn rate faster than before?
I will copy your suggestions to the QC forum
Steve wrote:Hello,
As most everyone knows—or should know...—the High Hedge area was top-notch for XP gain for melee-based toons (and pretty much all other toons). Killing dire bears by the millions is easy peasy work!
With the (re)addition of the High Hedge scorpion mobs, it got even better—the spawn rate is super high, and a single toon soloing in lvls 14–16 can easily pick up 3k XP per hour (or more...imagine a group grinding here?!). And you can watch a movie while doing it, as there is little need to worry your Toon will die in this place.
So I have some suggestion, and a buggy issue to offer.
The buggy issue is the Scorpions themselves, who cause some very weird shadowing effects. See image below.
I'd also like to suggest adjusting these things:
- Turn down the spawn rate a bit, unless it is wanted to be this good!
- Give a spawn/mob some range attack, so Toons can just camp an place in this Area and let the spawns come to them (infinitely).
- Give the scorpions some poison! Something a tad more worrisome, to pay attention too.
This isn't a complaint post, just an FYI with a bit of suggestions, because really, it is just too easy here (unless that is meant to be this way???).
Cheers.
Re: High Hedge (after recent updates)
Posted: Wed Aug 02, 2017 2:00 pm
by Steve
I'm using a lvl 14 gish build, and getting 35 xp while yawning. It's great! lol.
In my tests in this area, with hundreds of scorpions killed, my toon never made a Poison save.
My toon's shadow and the dire bears are totally normal. Add a scorpion to the mix, and all goes haywire.
If the spawn rate wasn't changed but an additional mob was added to the area, would that not still double the output/creation?!?

Re: High Hedge (after recent updates)
Posted: Wed Aug 02, 2017 2:43 pm
by Stonebar
Like Valefort said, it's a CR 8 area. And the spawns are proper strength for said CR. I'm wondering how at +6 CR higher over you're getting 35 exp? That should be quite low at that difference.
I was surprised it's not a higher CR given how far it's out.
Re: High Hedge (after recent updates)
Posted: Wed Aug 02, 2017 2:46 pm
by aaron22
i was thinking it was really more like a CR 10-12 area as i can get max xp with the bears at 8 or 9. can get good xp until i move on to Xvarts at 12ish.
Re: High Hedge (after recent updates)
Posted: Wed Aug 02, 2017 6:03 pm
by Steve
Stonebar wrote: I'm wondering how at +6 CR higher over you're getting 35 exp?
I've been using High Hedge to gain XP from lvl 12–15 for at least a year, probably two. The XP has been consistent of 33–41 per kill in this Level range, from multiple different types of Builds, and it is like taking candy from babies. No risk, all reward.
But now, with the scorpions added, the payout is soooooo good, that I start to feel...dirty. lol.
Re: High Hedge (after recent updates)
Posted: Wed Aug 02, 2017 6:43 pm
by V'rass
I cant complain... safe and easy xp is always nice given that all the mobs in game are ridiculously OP.
Re: High Hedge (after recent updates)
Posted: Wed Aug 02, 2017 10:41 pm
by Velaris
V'rass wrote:I cant complain... safe and easy xp is always nice given that all the mobs in game are ridiculously OP.
And yet you did still manage to complain lol
I've yet to see something I'd consider overpowered. Maybe challenging, or out of my league, but I tend to look at how I need to improve in order to to kill the mobs, rather than how mobs need to change so I can kill them.
And there are some mobs I'll just leave alone. Seriously, it's the adventurers that are overpowered.
Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 12:28 am
by V'rass
Lol a pnp goblin does not have even a fraction of the hp and ac the ones on the server do... and its the same with all mobs in most cases. Granted characters are more powerful here then in pnp but even with that said many of the mobs are still a little op with the hp and ac.
Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 1:10 am
by Fionn
Steve wrote:Stonebar wrote: I'm wondering how at +6 CR higher over you're getting 35 exp?
I've been using High Hedge to gain XP from lvl 12–15 for at least a year, probably two. The XP has been consistent of 33–41 per kill in this Level range, from multiple different types of Builds, and it is like taking candy from babies. No risk, all reward.
But now, with the scorpions added, the payout is soooooo good, that I start to feel...dirty. lol.
Uldoon Trail seems to work better for me - just watch that Ruins Camp boss fight if you don't have a party.
Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 1:54 am
by Lockonnow
what will be the next place we need to look at ?
Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 4:02 am
by Steve
Lockonnow wrote:what will be the next place we need to look at ?
The Nexus...there is a lot of OP hanging out there!

Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 9:30 am
by aaron22
ok did some adventuring in troll claws and noticed an increase in spawn rates. both in the troll cave and out. and while i cannot confirm this. i felt like the mobs had less HPs. they just seemed to go down faster than usual.
on a side note. some of the trolls now carry awesome looking weapons. not just the ettins with the enormous spiked clubs, the cave trolls carrying great/battle axes and greatswords. cool.