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Author Topic: Path to Ire Mountains-overpowered?  (Read 84 times)

ycleption

Path to Ire Mountains-overpowered?
« on: March 26, 2007, 08:52:28 pm »
In the hope that something constructive can come out of some of the recent discussions: I personally believe that the bugbear spawns on the path to the Ire Mountains are overpowered for something that is that close to a starting place, and that close to the road.
I just tried soloing one spawn (the one to the left of the road on a hill) with both my level 6 druid and my level 9 monk. I belive they both got the same spawn: two bugbears, two bugbear shamans, and two bugbear heroes. My monk was attacked from a distance while still standing on the road, charged the group, and died fairly quickly while being able to kill both bugbears and one shaman. She used two potions of cure medium and her monk heal thingie (18 points healed) but was unable to survive.
My druid stayed back a bit, summoned her animal companion and a dire wolf, cast barkskin and bull's strength on herself, then hit them with two call lightning spells, which killed the bugbears and one shaman outright. The summons and my druid were able to kill the two heroes and remaining shaman while each taking a couple hits.

Due to these, I feel that the path to Ire mountain spawns are overpowered. My lower level character obviously fared better, but is a more flexible character, and I expected this somewhat. I'm curious as to how other characters fare here. Hope this is helpful to the team.

Edit: 1. Just to clarify, my druid summoned things after the bugbears spawned, so it was not inflated due to that. 2. I had intended to do some more reports like this, but given that I died so quickly, I'm kinda scared to now. Any suggestions?
 

hawklen

Re: Path to Ire Mountains-overpowered?
« Reply #1 on: March 26, 2007, 09:21:33 pm »
My level 9 fighter, if carefully, can handle the spawns alone. Ignore the rest and get the shamans first. I really hate magic missle as a fighter. :)

Remember, its geared more for parties then soloing.
 

ycleption

Re: Path to Ire Mountains-overpowered?
« Reply #2 on: March 26, 2007, 10:00:59 pm »
I posted this in response to Leather's comment:

"No starting area or any area within 5-6 areas of a starting area should be so difficult that it is not workable by a party (4+) of levels 5 or less or soloable by a well built character of level 8 or less."

My monk is not the strongest build I know, and I am not the most experienced player, but given this comment, I still think this area qualifies as being overpowered under these criteria. Especially since they can attack characters traveling on the road, which makes exploring difficult for new players.
 

hawklen

Re: Path to Ire Mountains-overpowered?
« Reply #3 on: March 26, 2007, 10:05:33 pm »
*he nods* Good points, I was just telling you that my fighter alone as no real problems there. I do admit he is decently built. I bet with one more person, it would be a breeze for you.
 

ycleption

Re: Path to Ire Mountains-overpowered?
« Reply #4 on: March 26, 2007, 10:18:56 pm »
You're probably right, I could probably also do fine if I gulped a potion or two beforehand. I was running in there solo for the express purpose of testing my ability to run in there solo :-)
 

Leanthar

Re: Path to Ire Mountains-overpowered?
« Reply #5 on: March 27, 2007, 04:37:13 pm »
There were no real major problems in this area but I did tone it done and moved encounters around. Staying on the road should be safe so long as creatures are not pulled. Since it is close to a starting town I felt it should be toned down slightly.

In next update.
 

 

anything