Mezzoloth feedback

Talk about Neversummer 4 with your fellow players.
Metis
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Mezzoloth feedback

Post by Metis »

Some feedback is always welcome from people that visited so they can be tweaked accordingly. No spam on this thread.

A couple things that will be changed already:

Rogues hide ability will be toned down a little

Guardians discipline will also be reduced

Also, I want feedback from people who went in as a group complaints if you couldnt solo it doesn't help much.
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go with all your heart." - Confucius

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CrazyJ
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Post by CrazyJ »

I'm with the group that just killed the final boss.

Warrior disc is pretty low, I never saw them resist my IKD (level 15 half-ogre monk, str 22). Maybe it's me, maybe it's low.

What does the wizard gaze do? Never saw it do a lot. Wizards usually died pretty quickly to IKD... if they hang around they do get annoying. Having them cast mantle first is a nice touch.

Is it just me or does the right side of the boss map spawn more densely than the east side?

Over all pretty good.

Metis
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Post by Metis »

Great group to watch good size and a good variety expect some changes to go in on the next server rebuild.

Some are above but plenty of others also.
"Wheresoever you go,
go with all your heart." - Confucius

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CrazyJ
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Post by CrazyJ »

Wizards also have good hide, they tend to just show up in the middle of combat... very wizardly.

No bludge damage anywhere in Mezzoloth... somebody needs to get a bludge weapon... maybe give the archers a 50% chance of having a light hammer/light flail for melee combat? Don't want them switching every time, it's not the Stinger style to be unspecialized.

Guardians, Rogues, and Wizards are the big threats.

Lots of new items too it appears... wonderful!

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Post by kingfatzo »

Another Job well done.... again :D


*hands a 24 pack to the DEV team*
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CrazyJ
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Post by CrazyJ »

Wiki updated with 5 or 6 new items. Some of these look like they were inspired by the artifact thread.

Good stuff.... I hope the guy who got the Commander's Might Katana +4 puts it on the Wiki.

Myrdyr
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Post by Myrdyr »

My lvl 13 cleric started the area soloing, joined with a lvl 14 monk a bit later, then we finally formed the group of 5 that took on the boss.

Soloing I could survive everything except the wizards and guardians, and then only as long as it was one or two at a time and I was fully buffed.

With the lvl 14 monk along, we did much better, though we got overwhelmed pretty easily. We died...

As part of the group of five, we did much better handling the numbers that were so overwhelming earlier. I think we only had one death, and a few narrow escapes.

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CrazyJ
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Post by CrazyJ »

Actually I was 15 but close enough eh?

Fun run... exploring a new area with a good group is very enjoyable... especially with new loot too.

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Flailer
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Post by Flailer »

Just a note - kudos to Metis for designing the Mezzoloths and their gear (I just did the areas and database work). Her first foray into mob design! *big round of applause*
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Cthulhu Drega
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Post by Cthulhu Drega »

i visited briefly their tunnels and i do like what i saw nice atmosphere and good mixed mobs make for a nice challange i look forward to further intrusions into this lair ;)
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Nemesis Revised
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Post by Nemesis Revised »

grats metis i heard you've been studying alot, good job on the first major map dev :D
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CrazyJ
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Post by CrazyJ »

Praise Mielikki!

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Dynmi
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Post by Dynmi »

Congrats Metis, I would like to add that I really like the area layout, and the varioty of enemys we encountered.

Cthulhu Drega
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Post by Cthulhu Drega »

some nice drops in there lvl 13 gear mostly burning blade kama is a welcome addition. the scimitar is lvl 13 but only 2 acid damage? shouldent it be 1d4? or was it lower because of the crit range?
the sightbringer shortbow has no mass crit on it wich makes it less desirable IMO but i guess for a anti sd build it will be nice

Sightbringer
shortbow lvl 13 ( i think)
+2 ab
+2 mighty
+3 spot and search

Mezzoloth Slicer ( i think thats the name)
scimitar lvl 13
+2 enhancment
+1d10 slash
+2 acid
+1d10 mas crit

burning blade is in wiki so i wont post stats here

as for some feedback on the mobs and difficulty the rogues and guardians are the threat both do realy nasty damage the rogue can be weakened by not giving him flanking attacks on you but if theres more than one look out.

the guardians are quite nasty on par with merfolk guys with the greataxes not mutch you can do but take them down asap

the mages have some nice spells and buffs but arent realy that mutch of a threat till they summon mords sword their buff set consists of lesser spell mantle stone skin ghostly vissage and elemental shield some others too but thoes are the main ones as far as offensive spells the afre mentioned mordakins sword and a enemy only hitting ice storm lightning bolt too i believe

the archers pose little threat except to sneaking types as they have good spot as it was stated earlier its all pierce and slash damage slash being the main one piercing only comming from the archers

as a level 13 dwarf ftr/wm i could solo most of the first level with a fiew close calls i was using a warhammer and they have 5 blunt resist but not more than that that i saw i dont know how resistant they are to other types yet.

on the whole i say its a great place to level a good mix of opponets and tatics to overcome kudos to metis for this triumph ;)
"There is no great genius without some touch of madness." - Seneca

"There's a fine line between genius and insanity. I have erased this line." - Oscar Levant

P. Fricebottle
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Post by P. Fricebottle »

I'd really like to get the descriptions on those, thanks.

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