- Point of progression - ~66%, (249 of 376 instances completed, towards the end of the 7's on elite)
- xp gained - 556,551, (rank 50)
- Hours commited - ~105 hours
- Total favor gained - 860 of 1750
- Bonuses unlocked:
- Coin Lord: both inventory extensions & Drow characters
- Jorasco: first cheap buffs
- Free Agents: +1 Free Agent items
- Silver Flame: first price reduction
- Phiarlan: 30 minute buffs & Trinket
- General comments:
I'll do a full write up with recommendations and commentry tomorrow - it's far too late right now :) Most importantly, a huge thanks to Shenra, Lugnut, Redhammer and everyone else that's helped see this project through. Much appreciation guys. Time for some loot runs now eh ;)
Work in Progress - more to come soon.
- General Observations and comments:
Loot
- Top tier enhancements
Increase the minimum level requirements for Greater Bane, Paralzying, Banishing and Disrupting weapons to at least level 10. Remove the possibility of race restriction with these modifiers.
As the game stands, there is absolutely no need for these weapons in the module two content. They have an adverse effect on the game, reducing complexity and challenge, whilst detracting from the non-melee classes at the same time. Why take a bard when your 15-20 scimitar does the same job for no mana cost. However, as much as I would like to see these weapons removed altogether, if the minimum level requirement is going up, it is only fair to remove the possibility for RR versions. That way, if you get one, you get to use it regardless of your class or race, and in later content, the DC and AC's of the mobs at least balances the effect of these weapons.
Quests
In no particular order:
- Static loot rewards.
The forthcoming randomization should be restricted to quest chains in the Houses, rather than those in the Marketplace and Harbour. Too much of the equipment on the early chains is critical to progressing your character, and making it more difficult to obtain will only further divide new players from current players who have twinked equipment to pass on to their alts. Tangleroot without the Vermin Bane from the Catacombs for instance, is not pretty at all.
- Taming the Flames - Elite.
Drop the AC on the fire elementals, or reduce the healing effect of the flame jets. Currently, in comparison to other level 6 Kundarak quests, the risk does not match the reward.
- Freshen the Air - Elite.
Move the spawn position of the mages that ambush the party once they open the chest that contains the Brooch the party are required to take. At least one of the casters is stood in an alcove that becomes impossible to close to once sleet storm has landed. They should be on the same vertical level as the party, or closing becomes impossible.
- Depths Ring in Deneith - Elite
Increase the base xp and loot to reflect the risk involved in these quests relative to other 4's and 5's. There are multiple mob types, all requiring different Banes or spells to handle, which on elite really stretches the party. Either that, or reduce the variation in mob type to simplify the quest environment.
- Redwillow - All versions
Un-nerf the xp and loot rewards. A level 6 quest on Elite, effectively a level 8 quest, should not be chucking out masterworks and potions. Although the quest isn't as challenging as most, in comparison to say, Bloody Crypt on Elite, the rewards are no way near reflective.
- Litany part 1 - All versions
Increase the xp reward for the first four parts, particularly on hard and elite, and drop the xp on the final instance. This would better reflective the relative difficulty. The Vampire instance is a simple grind, and a melee class character of appropriate level needs nothing more than the Dryden Mace to cakewalk the combat, where the pre-requisites, especially the Crimson Heart, are vicious at times and are a lot more likely to wipe a party.
- Delera's - All versions
Drop the xp for part 2 and part 4. Again, they simply do not justify the reward in comparison to other quests of the same level. Part 2 can happily chuck out 12,000 on the first Elite run, despite a party with basic equipment of the correct mix suffering no chance of dying whatsoever.
- Forgotten Caverns - All versions
Considerably increase the length of this quest, or the CR rating of the mobs. It is far too easy and gives rewards similar to the much harder Taming the Flames or Ruined Halls.
Last edited by www.ninemil.com; 22nd October 2006 at 16:08.
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