I have been away since the last wipe and have just managed to Level to the new Frostdale.
Awesome work guys, I didn't even realise how broken it was until you fixed it !
I love the new streamlined maps and the new peak is fantastic in the speed of moving about. It must help to not be loading all those wolves that can only access 1/5th of the map only way.
Awesome.
WiKID Update
-
JesterOI
- Resident Spam King
- Posts: 1016
- Joined: Wed Jan 15, 2003 4:14 am
- Location: SPAM!!!ville
- Contact:
I miss the old Durrena Heights/Peaks circuit. It was fun, but I can see how it would add lag.
Overall the changes to FD are an improvement.
The level 16 restriction kind of sucks though. Inceasing the AB and AC by 2 or 3, increasing Beathe DMG, and dropping the CR to the current 15 or lower 14 on the wolves would have been more constructive. (also maybe add some variety to them by giving them the equivalent of a slashing/peircing attack that has a high crit modifier in addition to their bludgeoning dmg.)
The efreet caves are great, an extra section in between the first and Voo would be more attractive.
The giants are good, though the one-way doors took a little getting used to. Maybe removing the first 1 way door could be an idea.
Trolls are good, though they seem to be too much of a hassle for the CR. Again, an extra area in the middle between the first and final screens would be more attractive as well.
The journey up to Shiv's cave is rather brief, a longer journey with a couple caves full of Polar Bears would be more interesting. A teleport at the top back to the ice skelly door like before would be warmly received as well. (Bumping the AB and AC slightly on the bears wouldn't hurt either.
Ice Skellies. Haven't gotten around to looking around in there much yet, will have to get back to this one later.
But, like I said earlier, the changes to FD are definitely an improvement overall, just need a couple small tweaks.
Oh ya, and chop a hole in the trees between the transition to Durrena Peaks and the Giant Cave entrance, that would be an improvement to the openness of the frozen reach.
Overall the changes to FD are an improvement.
The level 16 restriction kind of sucks though. Inceasing the AB and AC by 2 or 3, increasing Beathe DMG, and dropping the CR to the current 15 or lower 14 on the wolves would have been more constructive. (also maybe add some variety to them by giving them the equivalent of a slashing/peircing attack that has a high crit modifier in addition to their bludgeoning dmg.)
The efreet caves are great, an extra section in between the first and Voo would be more attractive.
The giants are good, though the one-way doors took a little getting used to. Maybe removing the first 1 way door could be an idea.
Trolls are good, though they seem to be too much of a hassle for the CR. Again, an extra area in the middle between the first and final screens would be more attractive as well.
The journey up to Shiv's cave is rather brief, a longer journey with a couple caves full of Polar Bears would be more interesting. A teleport at the top back to the ice skelly door like before would be warmly received as well. (Bumping the AB and AC slightly on the bears wouldn't hurt either.
Ice Skellies. Haven't gotten around to looking around in there much yet, will have to get back to this one later.
But, like I said earlier, the changes to FD are definitely an improvement overall, just need a couple small tweaks.
Oh ya, and chop a hole in the trees between the transition to Durrena Peaks and the Giant Cave entrance, that would be an improvement to the openness of the frozen reach.
i strongly agreeJesterOI wrote: Oh ya, and chop a hole in the trees between the transition to Durrena Peaks and the Giant Cave entrance, that would be an improvement to the openness of the frozen reach.
Fatzo
Resident Glutton and Hand of the Legendary Brethren
http://thelegendarybrethren.forumsplace.com/
http://brethren.mygameguild.com/main.asp
Resident Glutton and Hand of the Legendary Brethren
http://thelegendarybrethren.forumsplace.com/
http://brethren.mygameguild.com/main.asp
Or just lower the restriction to 14 or 15... because 15 is still where you start to run out of places to level if you're ECL 3. At ECL 3, the only area that has mobs higher than CR 18 is gnolls, and not many even there.The level 16 restriction kind of sucks though. Inceasing the AB and AC by 2 or 3, increasing Beathe DMG, and dropping the CR to the current 15 or lower 14 on the wolves would have been more constructive. (also maybe add some variety to them by giving them the equivalent of a slashing/peircing attack that has a high crit modifier in addition to their bludgeoning dmg.)
Depends on your build. My double axe WM is having a fine time soloing there. Good XP.Trolls are good, though they seem to be too much of a hassle for the CR. Again, an extra area in the middle between the first and final screens would be more attractive as well.
A few too many spawn right at the front entrance, though... and it does take a while to fully respawn after being cleared--considering how popular it can be, another map would be nice.
Bring bludge resists and a cleric. But it's not too bad.Ice Skellies. Haven't gotten around to looking around in there much yet, will have to get back to this one later.

