North of Beregost, Road - Church

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RaiderOne
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North of Beregost, Road - Church

Unread post by RaiderOne »

The church here needs a map marker thing and/or a slight trail in the road leading to it. I must have run past it 20 times or more and never saw it.

I switched toons to go through the area and found it is a very tough area because of the imps/mephits do quite allot of elemental damage. My fighter (15) used 17 +1 medkits to go through it, never done that in any other area so far.

There are lots of cultist workbenches but none of these drop treasure. Only the two boxes at the end drop treasure. Its a very nice area but the spawns could do with some mixing of regular cultists over just imps (could just be my toon) and the treasure spots could do with some adjustment.

As it is I think its a hard area for little reward.
NeOmega
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Re: North of Beregost, Road - Church

Unread post by NeOmega »

i go through it all the time. no big deal with a couple of potions of protection from energy, and even a spellcaster with resist elements can handle it fine.

i dont know what the point of the workbenches are. ive tried smashing them all to see if anything changes, but nope.

it is fine as is, imho. it does only have three treasures, plus the boss drop, and a gold pile, but its right next door to the goblin ruins, which give 7 or 8 chests.

it does not have random spawns, so you can know younwill get a good deal of enemies, and if you have the spells/potions/ scrolls to desl with it, it os basically an xp gimme.. ...and you can grab quite a bit by going in below cr, with proper elemental protection.
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RaiderOne
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Re: North of Beregost, Road - Church

Unread post by RaiderOne »

Yes I imagine that if you are familiar with the area and decide to walk into it with energy protections it would be very easy. This was my first encounter with it.

If you think that the area is easy because you can prepare for it, and I found it hard because I was new to it then it could do with a middle ground don't you think?
chad878262
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Re: North of Beregost, Road - Church

Unread post by chad878262 »

I personally don't think so... look at it from am in character perspective. Your fighter went in and took a pretty good beating. However, now he/ she has knowledge of the area and can better plan how to defeat the beasties within.

If every area could be easily defeated with little to no knowledge of what your getting in to it would be a very boring sever. An occasional whooping followed by planning and triumphant return/ revenge is what hero's are all about, right?
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Sapper Woody
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Re: North of Beregost, Road - Church

Unread post by Sapper Woody »

RaiderOne wrote:Yes I imagine that if you are familiar with the area and decide to walk into it with energy protections it would be very easy. This was my first encounter with it.

If you think that the area is easy because you can prepare for it, and I found it hard because I was new to it then it could do with a middle ground don't you think?
To me, that is the epitome of perfect balance. When it's hard because you're exploring it without knowing what's there, but then easy when you have adequately prepared.

As Chad said, IC that makes perfect sense.
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