The World of Layonara
NWN Discussions and Suggestions => NWN Ideas, Suggestions, Requests => Topic started by: Makashi on March 19, 2007, 08:39:00 PM
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A few players have mentioned about not being able to rest in haven mines, being quite harsh because of the difficulty increase, even though it makes a nice challenge and means you have to have a large group to go there.
Just wondering what others think about this?
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I'd prefer only some places rest-able...Not the entire cave. Maybe certain areas shielded and in the shadows? Definitely gives it a more dungeony dangerous feel to it.
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I kind of disagree. If we did have a resting area, there is going to be a party of 20 going in there do a complete run and no RP (i have seeen this on central and in the haven cave in the past) and then come out again with gems which I think is unfair and is not in the spirit of things
I think if there was a compromise, there should be safe area that they are allowed to rest and not just anywhere.
And those safe areas should only be one after each of the three levels.
Overall the difficulty level of the server is better. There is not many runs that people do and a lot of people are very wary now of where they go. Kudos to the people that did this. It is well done.
EDIT: Inertia beat me to it in regards to my suggestion.
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The not being able to rest in the mine is nice feature that promotes the use of a balanced party and planning and not bash/rest/bash/rest to successfully adventure there. I like it just as it is, even with it's new occupants.
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Its murder for spellcasters going to the bottom. If they need to go to the bottom, usually invisi down, fight, invisi up.
A campfire or something half way would be nice.
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Um yeah Hawklen....let's not encourage that, OK?
If it's murder for spellcasters, then the spellcasters should bring friends. That's the point, not to make it a (pardon the pun) haven for solo casters.
The mines weren't no-rest because of the ogres. The underlying reason for the lack of rest there likely has not been resolved just because there's new inhabitants.
Some of the most brutal places on Layonara are no-rest areas.
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I love Haven, it is like a bench-mark for prowess and the best place I have been for testing tactics. They actually matter a whole bunch there. Please do not change it.
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It's hard to RP in a epic level death trap, and as to the rest issue. It's moot ! Haven has become an encounter that requires epic level charcters,and not ones personal stash of valuable CNR. I advise all newer and lower level characters to avoid this area like the plague.
We are told west is a starter server, this level encounter as are many of the others in V3 are classic signs of LDMS, while the monty haul dungeon is to be avoided the opposite is also true. Haven in it's current state is a central or low level east encounter, to put it on the starter server and deny new characters access to critical CNR that many of us had access to is not just wrong , it's sad.
If west is truly the starter server then 98% of the encounters should be doable by a party of 7 to 10 seventh level characters, anything else will only promote the server hopping to central to milder level encounters and the dreaded power leveling. What I'm trying to say is by taking away areas on west doable by characters level 1-7 you give them no options but to seek experience in place they have a slim chance to survive. To limit them to one or two areas, the boredom factor creeps in and they will wander.
Denial of critical CNR from characters will kill the crafting base, and while those adept at certain crafts my have a windfall for a while, when they finally do die whom will take their place.........will iron and wood and gems be piled like salt and sugar are now for free in the middle of town to fill the void ??????
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I have to strongly disagree with everything Praylor said.
There are other places to find that CNR! Just because it's a tougher area, now, doesn't mean it's been "claimed by the epics." West is the starting server. That does NOT NOT NOT NOT mean that it has to be only for starting characters!
There are many and varied places that a reasonably-balanced party in the 5-14 range can go on West. Just because you (a general you) can't go on your Haven runs anymore doesn't mean the balance has been broken, only restored.
EDIT: Besides, I was the absolute highest level character in a group who repeatedly tackled those stupid gnolls time and again when they were first introduced to the area. If a well-balanced party around level 12 can do it, what's the issue?
EDIT AGAIN: Oh, yeah, the original post. Anyhow... I think that a few of the later areas should be allowed for resting... Maybe one, smack in the middle. If it's possible, though, make it so that it has to A: be unlocked first, and B: be closed for the characters to rest inside.
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Haven is a result of a DMed quest, you can talk to the people who were on it or the DM who made the gnolls! It's very poorly thought out to bash automatically because areas have changed, assuming that the idea is to keep a precious treasure all for a particular group...as stated by Stephen, there are other places to find CNR! Instead of complaining automatically because suddenly people can't solo in a place they had the spawns and tactics memorized for, then leaping to flame people one views as threatening because they have something one doesn't - whether levels, DM powers, WL status, better gear, whatever - is in rather poor taste. Try asking questions or actually looking around instead of expecting everything to be the same forever. It's supposed to be a dynamic world, yet everyone freaks out when things change, thinking it must surely be to kill players that aren't liked or to keep things for the elite...never that gee, maybe events occurred there that warranted it, and to compensate the goods have been moved somewhere else.
Not to sound like a Disney movie, but seriously bad attitude, man. Stuff is still being changed around and adjusted, it's not like The Man is out to get you.
As a note, Haven actually has a whole haunted story thing going on for it somewhere in there that was there to explain some of the resting limitations. Don't know if it's being changed or not.
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"Um West is the starter server? Characters level 1-7 are restricted to this server by the rules, A well balanced party around 12th level should be on central. I mean your not restricted to west they are, I just say give them as much space as you had, you have removed several areas they used to be able to enter and not replaced them with like amount of areas, thus shrinking their world and enlarging yours..........What is it your not understanding, All i am asking for is fairness and the same rights for them as we had, is this wrong. If it is i waste my breath
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First of all, read this link: Haven Story (http://www.layonara.com/locales/91008-mines-near-haven.html).
Now, the Haven Mines were pretty much how they were in V2 for ages. Literally years, as you can see by the 2004 post that I just linked to. With the coming of V3 a DM took the effort of actually spicing it up some and create a more in depth story of the mine and change it. He knew that the area was going to be far from the starting location and warranted a change.
Thus the Gnolls were introduced.
I've seen small parties of level 10-14 take these mines with barely a scratch. And that was on the first release of the mines when V3 came out. They were slightly lowered in difficulty since then and thus it should be even easier to tackle on.
With that said, the ore that was there, and the gems that were there have been moved elsewhere. The mines are not as full of iron as they were due to overmining (both in character and out of character), so people need to explore to find the new locations. And they should have the same difficulty to getting to them as they did with the prior Haven Mines.
I considered removing the no-rest zone when remaking them, however due to the ghost story I kept it and hopefully if time allows it, I will be placing some flavour text and night spawns to represent the hauntings.
Your attitude is in a severe need of checking Praylor, you need to get the chip off of your shoulder because no one is out to get anybody here. Do you seriously think that the people making all these changes even get the time to play as much as they wish to in order to supposedly horde all these things? Heh I doubt it...
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First off as to people being out to get me ? DOn't feel that way at all, If you go back and calmly read my post , you will see my concern is not for me but the newer characters.
Thier is nothing in haven i can't get in greater quanity and more varied variety on dregar, My point is lost in the apperant feelings i am out to bad mouth someone, I will try again to explain my point and please review my previous post and you will see this is the point i am trying to make .......west if it is a starter server, the majority of it's encounters should be geared to them , as far as CNR they should be able to access this as "WE" have, maybe a little stronger , but the level of the encounters should encourage them to continue not give up. Again i am speaking for them coming up behind "ME" "NOT ME".
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With respect, when you come out with comments like the "personal stash" for epics, it's very difficult to view your comment as "concern for newer characters", but rather comes off very much as an "us versus them" attitude, and one that I might add has no basis in fact. Do consider that when you use terms like that and other pointed language, it does come across as confrontational and abrasive.
There were areas on West in V2 that were over and above the normal challenge for the intended levels of the server, especially for solo groups. That is still true in V3, though they have shifted.
There's one thing though that has always been the same here in the 2.5 years I've been here, and that is change....everything changes...everything. Some things get easier, others get harder. Most things are the way they are for a very good reason, and increasingly, those reasons are due to things that happened in-game, making this a living, breathing world.
And to touch on something that Pankoki said above, I myself have played maybe 5 hours total since V3 came out. The rest of my not-so-free time has been spent adding value and experience to the game world for you to enjoy. A lot of other "epics" have contributed to that as well, sacrificing their free time for those who came after them. I'm not asking for sympathy, but I'm taking personal exception to your inaccurate characterizations.
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I say keep it a no rest area. Also the new red light caves are a blast (even if we did get smashed up good). I am sure that a good well oiled group of 5 to 7 PCs in the 7 to 10 range will be able to make it through haven. Just dont make any mistakes DFU :)
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Well, for my fighter, his barkskin helm doesnt last so long, and he needs the extra AC. So in a decent size group, he still gets murdered ;)
A small rest area halfway would be nice, but I could do without it. Just need to find an epic mage whose spells last 40 minutes to do the mine for him so he has a chance.
As for my cleric, his spells last 20 minutes max. Not enough time for a trip down then up. Plus, there is no groups he can join, since most are too low to go with and mine. So he just invisible's to the stuff he needs, bashes, mines, and returns as far as he can till his spells wear off, then invisible again.
As for group sizes. 5 is the max I like, anything more, and it makes NWN run like molasses on my end. I find when you get in a group, its either too small or too big. This is just my two cents, not any kind of criticism My cleric is weaker than he appears, he just cheats to win ;)
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There are many and varied places that a reasonably-balanced party in the 5-14 range can go on West. Just because you
The 7 level rule of party disagree with that Stephen.
Even when i twas only ogres, yo had to be at least level 8 to 10 and a good number in the party to be able to reach the coal, feldpsar and platy down the mine.
You don't ahve to be a high level char to be good in a craft and those cnrs quickly becomes needed. Feldspare as I know it is only found in haven, bears island or on Krashin. all of those areas are highly difficult for even a good size and blaced party of 8 to 10.
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A few responses....
As for my cleric, his spells last 20 minutes max. Not enough time for a trip down then up. Plus, there is no groups he can join, since most are too low to go with and mine. So he just invisible's to the stuff he needs, bashes, mines, and returns as far as he can till his spells wear off, then invisible again.
This is exactly the reason why Leanthar has considered removing Invisibility from the game more than once.
My cleric is weaker than he appears, he just cheats to win ;)
uh-huh
You don't ahve to be a high level char to be good in a craft and those cnrs quickly becomes needed.
This is something I've had a hard time with for a long time.
Why do people feel like they have to hit some high level in crafting at low character levels?...and then come up with all sorts of reasons why they "should" be able to get this or that CNR because they can hit X level in Y craft. *shrugs*
Oh, and please, people...let's not be giving out CNR locations on the forums. You all know better than that.
And once more, a lot has changed. Look around. You might find something in places you didn't expect.
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Not to nag anyone but lots of the people complaining don't take the time to adjust to the new setting.
They run down there with the same tactics they use for any other place and hope to win the day... Duh.
You have a huge selection of spells, half of them are NEVER used and could prove a far better replacement to the following (which happens a lot):
*Group enters cave*
*Clerics/wizards finish buffing themselves for no reason and proceed to buff the bashers/tanks with whats left thus running out of spells, which infact were only buff spells*
*Group runs down, beats their way to the 3ed level or so, most buffs run out and they die / group encounters enemy casters that cast elemental shields and other buffs and get beaten up*
Now this is the average group, I've seen others do it much better and some do it worse... regardless, there are plenty of spells the wizards/clerics could take instead of buffing themselves to help, because they don't really charge ahead and beat stuff so theres no actual reason for buffs.
There are also plenty of overlooked methods of fighting (AKA improved expertise on one basher, who'd be tanking, while the others beat the monsters) and plenty of others really.
What I'm really saying is... perhaps if you'd stop the:
Bob the Barbarian: Hi let's go down and hunt gnolls.
Mr.Pickles: Alright
*group runs down into the caves and dies*
And turn it into:
Bob the Barbarian: Hi let's go down and hunt gnolls.
Mr.Pickles: Alright, what sort of tactics do you use so I can better adjust my spellbook to aid us
Bob the Barbarian: Oh I beat things up and use bandages to heal myself...
Mr.Pickles: Alright, less heals and more buffs.. perhaps a few dispels for those nasty elemental shields too.
Bob the Barbarian: Yeah, maybe we can get more people to join us to lower the risk and stuff?
Mr.Pickles: Aye, but we'd have to ask them about their tactics so we can better adjust as a cooperative group and succeed in the task before us.
Bob the Barbarian: You are wise.
Perhaps then you'd have an easier monster-bash.
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when v3 first came out i took drogo out and wandered around
being lvl 18 most places on mistone dont harm him
the wildlife dont bother him as a druid,so for a few rare exceptions had he to fear his home for the last 16 years.
however we then enter in the dark ages,and the strongest survive
what used to be little skinny creatures taken down with an arrow to the chest,
are now much more resistant ,as the constant breeding has evolved a stronger base of the clan
this is the example for all parts of the isle and im sure the other isles as well once they are given the evolution of years with the strongest survive
dont look at where you used to wander alone as ,oh well yesterday i could do this in a loincloth and skinning knife ,while today i had full plate and my magic blade and got cut to ribbons.
layonara is evolving
its just up to us to evolve with it
and yes the v2 chars who have been around since before bloods demise
should be teaching the young ,how to fight and how to survive
thats what elders do,and not just cause they are short lived races.
does it really make sense to have 75 year olds running about with aches and pains and groaning about their armor being too heavy for them anymore.
evolution is the key
the monsters have done it
can you evolve as well?
no resting should be had in haven,just more thinking
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Well to firstly answer the question of the thread. No, I dont think resting should be allowed in Haven.
Now slightly off topic and getting something off my chest (so stop reading if you dont like rants) and please note this is my personal opinion.
I think resting is way abused in the world and I would love to see no free resting everywhere. I would much more prefered only resting allowed in predefined places. Things to many times tend to go like this: one battle (two if you lucky), rest, buff, two battles, rest, buff. And it repeats.
It is amazing to see your characters get pushed when they not allowed to rest. Use your skills, learn to stretch spells. Use magic wisely, I mean it is something that is supposed to be rare (low magic world). How many times have your character stepped away from battle with maybe one cantrip left?
We are to used to magic in abundance, cause we know that we can rest the moment the battle is over (or as soon as 10 minutes has passed). How many times did you just finish a battle and then waited your rest counter out just because you want to rest before you hit the next battle?
As stated earlier, why should everyone in the party be buffed. If you had less spells to work with then perhaps the true master of magic will be shown.
Take a moment next time before you rest and think about it.
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I'm not really on one side or the other, so I'm just gonna throw in my 2 jinks.
All of my PCs are combat types: A Fighter, a Ranger, a Monk, and a Rogue. Resting after every battle doesnt do anything for them except heal them a little bit. So If there is never a healing/resting spot in Haven, fine by me, like I said I am not a magic type.
On the other hand, I do like to know that if I'm going into the mines with some mages/sorcerers/clerics/whathaveyou that they will have magic, even if its just healing magic, the entire time we are in those mines. Most groups I go with save the magic until we reach the bottom, then use the magic on the way back up, but that was also before V3, and I haven't been inside since.
So if there is never a safe-rest area in Haven, fine, but if the Team decides to add one, I won't complain either.
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Given the story, of ghosts preventing people from SLEEPING, elves should still be able to rest in Haven, right? right? Um, why is everybody glaring at me?
*runs away into a corner and hides*
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Well elves still need to meditate or whatever it is they do. It's not "sleep" as such, but it's probably quite difficult to focus with all that ghostly unrest.
So um...no. ;)
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In my experience when adjustments are made to make things tougher, people/characters seem to find a new way to deal with them. In about six months time this thread will be long forgotten and GM's might even think about raising the bar further. Either way I rekon we leave it as it is.
Secondly, even though west is a starting server, I still think it should contain challenges for higher level chars, just as CEntral should cater to lower level's..etc. For example, West might be 50% for lvls 1-10, 35%11-15 and 15% 16-20. Central could be 10% 5-10, 50% 11-15 & 40% 15-20...and so on for East. I'd like to see people spread out as much as possible, rather than lagging one server in general.
Lastly I love change. I had used to have notes on where things where, where i could find spotted mushrooms, where the best gold mines are. It was exciting locating these new areas, and with these changes i get to do it all over again. Thumbs up to all the work you guys did. I only wish i had more spare time to enjoy it.
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Why do people feel like they have to hit some high level in crafting at low character levels?...and then come up with all sorts of reasons why they "should" be able to get this or that CNR because they can hit X level in Y craft. *shrugs*
Dorg it's not a matter of aboslutly having to get the highst. It's just something that happens. You will notice that every craft ( i think ) have a use in game, but what is realy being used? THe mid to high rate things. Truly if you take a look just at weapons, it cost just slightly less to produce a copper sword than by one. But when you look in game, beside the truly new player that are not yet at level 8 without enchantment does it realy have a use.. no So what do you do when you want to make a small income from the crafting? You have to get better.
There is no use in keeping doing a gem or metal that gives you nothing, unless you have to make something out of it for something else, or produce an item that you then sell. So you push to get something back. The way things are set up, you go through the first steps very quickly, and this is good because if it was to hard the new player would just give up.
you already adress part of that issue by spliting most craft into general crafting and advance crafting. Thats a step that indeed makes people slow down because they have to get one the adventuring level but also the money to buy the advance craft. But still once that steps is passed, it will come down to getting better.
After all, the basic reason of this game and having levels, is to actualy develope your character and making him better. NOw here on Layo whats enjoyable is that you have the physical part and the mind part, hysical part is the char level and mind part is the RP and persona. But sometime there is this grey area that falls within those two, and to me that is crafting. A character can go without crafting all his life and a character can go without fighting all his life. The question is what is the less boring for some type of people.
Crafting if you have the help, can be a very good way to start a character and get involve rapidly into RPing as, if you are low in adventuring level, you have no choice to deal with your surrounding and people to help you out, always depending on the craft you choose to work. While on the other hand, Depending on which kind of class you have, you can actualy get to better youself with relative ease by only adventuring when you start up.
Not to nag anyone but lots of the people complaining don't take the time to adjust to the new setting.
They run down there with the same tactics they use for any other place and hope to win the day... Duh. ...
When ever you start, you use what you can. Most mid-low to mid level character have no choice to use what they can to stay alive. Caster are as much a support class as the cleric or bard, inteh exception that unlike their conterpart at higher level, they still have to do single spells, some will enhance the mass as some will stick to individual, as to bard and clerics gets spells that will enhance a multitude of stats and will affect the mass.
So for those who have what they have, it is perfectuly normal that they will use it.
Between the gnolls and the ogres, the only big diference is the toughness of the new encounters. They react the same and are set in the same ways as the ogres used to be except for one place in that cave, that I wont name. So the basic tactic remains the same.
If you play with people who understand their spells and ahve spent time analysing the effect of them, you will see that they set their spells differently . But that will always aslo depend on what type of character they play.
You have the offensive wizard, that his focus is on offence, summons, mass damage spells and range attack spells. And you got the support mage that his focus will be to enhance the party he is with, giving them protection, speed and strenght (not that strengh is a general use of the term buffing their stats)
There is alos the fact, that people do not always go with the same people, so since they do not know how they fight, even if you talk about it before, they will prepare for what they have the most knowledge of.
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When ever you start, you use what you can. Most mid-low to mid level character have no choice to use what they can to stay alive. (...)
So for those who have what they have, it is perfectuly normal that they will use it.
I think you missed Witch Hunter's point. It's not that people are using the wrong things because they have no other option. It's that people who used to solo Haven, or had a set routine to take it, continue to use their old tactics and die in the process. It's not a matter of who has what. It's a matter of adaptability. The gnolls ARE harder, and as such, tactics will not work identically... because while you might be expecting the second response to combat AFTER you've killed the first guard, you might find that the first one survives long enough to give two of them a shot at you at once.. then three.. and then any tactics basically fall apart in favour of the "retreat" option.
The key here is not what wizards choose to do, or the benefits of one class over another, but group tactics, and the way that a difficult encounter requires better communication prior to and during a battle.
There is alos the fact, that people do not always go with the same people, so since they do not know how they fight, even if you talk about it before, they will prepare for what they have the most knowledge of.
And this is precisely the point that Witch_Hunter was trying to make. People need to learn to adapt to new groups. Just because they've travelled with others before shouldn't mean that their tactics are set in stone - even their spell choice. A wizard's primary stat is INT, and they have to prepare all their spells - as do clerics. You would be hard-pressed to find a representative of either class who would consider it prudent to rush into a battle before first discussing with their companions in arms how best to use what arcane/divine power they have available to them... and then to ignore that advice would be foolishness on an almost criminal level.
Regarding the post topic: Even not having been down Haven since V3 rolled out, I don't think any change is necessary. It's a lovely dungeon-crawl, suitably deadly, and using spells sparingly and kitting up with scrolls and potions and healing kits before a trek makes for interesting prep and tactics. (Plus, as many people have pointed out, it wouldn't make RP sense to change it. The ghosts are still there, regardless of the mine's other inhabitants.)
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Dorg it's not a matter of aboslutly having to get the highst. It's just something that happens. You will notice that every craft ( i think ) have a use in game, but what is realy being used? THe mid to high rate things. Truly if you take a look just at weapons, it cost just slightly less to produce a copper sword than by one. But when you look in game, beside the truly new player that are not yet at level 8 without enchantment does it realy have a use.. no So what do you do when you want to make a small income from the crafting? You have to get better.
(remainder deleted for brevity)
No, it's not just "something that happens". My character is, I believe, a 17th level Alchemist, something that has taken him over 2 RL years to accomplish. And you know what? That's perfectly fine with me. It was never about making an income, which I might add he still does not have. My character is not part of a crafting/trade guild and I don't see it happening. But if he ever does, it would be for the RP aspect and not for the profit or crafting advancement. But then, I've been told I'm strange...
At least for me, and I realize that I do not speak for everyone and that your own preferences may differ, crafting has never been about being "useful" or "profitable" but rather it has been one fairly significant aspect of my character's development, but it has developed over a long time, just like my character has developed in other ways over the same period of time. And for the most part, my character has not pursued crafts which don't make sense, nor has he pursued recipes that involve things he is not able to get readily on his own. That is less an issue of soloing and more an issue of self-sufficiency and the general mindset of the character (i.e. "Pay for aloe? Why spend the money when I can pick it myself?").
I'm merely stating that, in my own observation, I see a lot of characters who shoot through crafting levels and attain fairly high crafting abilities at relatively low character levels (low-to-mid teens). They seem to be chasing that proverbial brass ring where they can finally make some item or class of items and/or make a lot of coins in the process, and they seem to be in such a hurry to do so.
And you are right about the crafting badge thing. We did add those in as a means of slowing things a bit and to take some gold from the economy, though it's quite easy to get the 500 or so gold for the first badge and if the second causes a crafter to have to slow down a bit then it's doing its job.
But this has gotten far, far, far off-topic.
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I don't see any reason why resting should be permitted in Haven mines. Look at it from the RP aspect - this is an area where monsters come and go, patrolling etc. This is their territory not yours, you shouldn't feel safe anough to rest after all they may be just around the corner.....
And iron is more difficult to get. So what? Bronze has been a much under-used commodity in the game for a long time now. In fact from an RP perspective it is good that iron is now scarce. With the smelting technologies available, making steel for weapons should be difficult. In fact bronze is better for weapons than iron (although not better than steel).
One other point - it was actually rather common to see queues outside Haven Mines of individual metal workers wanting to go in and get their 15 ingots of iron ore. This will aid co-operation between individuals and mean that those who decide not to craft can earn coin from the individuals who want the ore. The coin will go to pay for the weapons after all, so the effect upon the economy should improve
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I agree with Dorg's last comment.
My new character aims to become a doctor/Scientist (what type of doctor is left to the imagination). For that matter he's getting stuck into Alchemy and scribing. I want to get two up a little before i begin my CDQ.
Thus I agree that crafting is an extension to a person's personality rather than a profit making scheme. The only exception is if poeple make characters whom seek a merchant-style role in Layo.
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Regarding iron being more difficult to get now being okay, I have to reiterate that miners should be concerned that Haven has clearly been overmined and become more hostile, and should seek new resource locations... so ...yes, HAVEN's iron is a little more difficult to get...but...
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If new characters/players are having trouble with any area you should point them towards the Group Play Seminar that I am hosting this Sunday at 10pm EST. If they still have problems after I teach them the basics fundamentals of a group they should come back for the next few sundays after that.
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If new characters/players are having trouble with any area you should point them towards the Group Play Seminar that I am hosting this Sunday at 10pm EST. If they still have problems after I teach them the basics fundamentals of a group they should come back for the next few sundays after that.
You forgot "SUNDAY..sunday..sunday" *monster truck voice*
And those gnolls are pure evil I tell you!
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I would like to thank the DM staff for making haven and other areas on Milstone more challenging. Now there is much better adventuring oportunity for characters levels 9 to 12, that was sorely lacking. This will help bring our comunity together new and old.
The problem with Haven is not a lack of resting. The problem is a deficiency in player tactics. Over the past six months strong tactics has degraded from our player base only to be replaced by brute force. I am often frustrated now as I watch characters die because the party was too impatient to formulate a sound strategy to deal with a difficult encounter.
Here are some basic tips I learned in Haven long ago, and they still apply.
1. Don't use healing spells out side of combat. After the combat use bandages to heal up your wounds. Every character should have lots, and I mean LOTS of bandages now. Move your party to a reasonably safe location and bandage up those wounds.
2. Avoid combat when possible. If there is nothing in a room that you need, then don't go in it.
3. Use choke points. This is one of the tactics that I always thought of as a Layo staple, but is not used enough any more.
4. Focus on spells that increase AC, duh.
5. Hammer of the gods. In my opinion this is the best spell in NWN. I am not seeing it used nearly enough. If they don't seem to be working, then owl. Ask that druid to giive you the special druid owl spell, it stacks with owls wisdom. Any spell that paralyzes or stuns in mass effect will greatly benefit a party in Haven. Even a grease spell, well placed in front of a choke point will have a strong effect.
6. On second thought, bring some extra bandages, you can never have enough of those things.
7. Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience Patience
AeonBlues
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7. Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients Patients.
AeonBlues
Yes, there are lots of them after a large party through haven. Keeps those poor healers busy ^_-
Patience I think you meant *winks and hides*
Oh, and my fighter dwarf buys lots of bandages, and uses those tactics. With my cleric, to him, nothing is more fun than fighting two or three spawn points at once ;)
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You know I can't spell. I try, I use a spell checker. Alas, spelling has always been my greatest weakness. That being said, I would not trade weaknesses with anyone else.
AeonBlues
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Heh....you spelled things right AeonBlues. Hawklen was making an auditory joke due to the two words having very similar pronunciation. :)
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*turn beat red, and then starts laughing* Good one.
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*bows* My work is done. *wraps cape around himself and flies off*