ObjectivistActivist wrote:
The Lamp was not removed? Last I saw it was removed. If it hasn't been, that's great. As to other means... I mean, I guess it comes back to my old-hat complaint that if the only person that knows about things is the builder, there's no point in building it in the first place. Content that is secret or gated to only the initiated few is not in my opinion actually added content; it's just perks for knowing a few OOC things or the right people.
Just because you don't know something doesn't mean the only person who does is the builder. Some methods of getting charms past no-magic don't even involve any special items and have been viable for years. Some involve old items. Some involve new items. There are multiple ways to get charms into endgame zones and use them effectively there. What you are doing here is stating completely counterfactual statements and making conjectures based on lack of information. That is not particularly helpful as criticism of game design, and when untrue statements are the basis for a complaint, I can't really consider it a valid complaint. If you figure out the methods (or think up new ones) and still don't like them, that's an entirely different story.
Calling it "perks for knowing a few OOC things" is basically just calling it experience. Generally speaking, people get better at things as they get more experienced.
I get it that, given your present character, you have no real reason to put any effort into figuring out ways to move charms around and get them into endgame zones. That's fine, and with there only being so many hours in the day, I don't expect you to go around looking for that. I'm just saying people who have played sorcerers have figured them out and brought Lathron or Bill along deep into the Outer Planes and endgame zones.
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Again, dragging an extraneous group member around for 90% of the trip is not fun for them, and it's an extra hassle for the ones dragging them around. This is the complaint. This is the problem.
We disagree the sorcerer is extraneous. Like I said, I've seen sorcerers accomplish great things in PvE, and I'm not talking about sorcerers in any one specific cabal, either. There are myriad PvE uses of polymorph and etherealform, and they have spells that do damage, as well as access to wands and staves that can be very useful in PvE. It's just not as straightforward to use one effectively as it is something like a barbarian or warlock, which can often just button-mash through endgame material.
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I'm trying to be civil and constructive here, but I really don't feel inclined to curb my own snark when I'm getting snark first. Yes, PCs can have great saves. Unless they're sprites against fort-based. Or griffons in general. So again it comes back to liability vs asset. So lovely, two entire races are liabilities and that's just fine and dandy, or anyone who plays casually is SOL. Guess that's by design and just FU if you want to do sprite or griffon for RP reasons or don't have time or your allies don't have time to enchant the hell out of your kit, or you don't know where the best gear to enchant is. Players z and y should just git gud I guess, or become player x. Except they can't become player x unless they're already player x?
This is another series of false statements. Ask the player of any well-kitted sprite how often they're getting done in by fort-based glow spells these days. My guess is almost never. Griffons can also get good enough saves to do well against those. It's just patently untrue that a griffon or sprite
cannot adequately protect themselves against PvE spells, and glow spells in particular. Ultimately, did you prevail or did the glow spells send you packing? I have a feeling it was the former.
I should note that ratcheting down over-the-top glow spells was one of the first things I did as the Outer Planes KD. It used to be that Ephialtis and a few others had absurd glow spells. Now they're more balanced. It's possible you're basing your conclusions at least partly on old data. I'm telling you that if any player puts in the effort to get a good kit (not even close to the best possible kit, merely a good kit), glow spells are not going to be a major headache for them.
I will grant you that casual players will have trouble in the hardest zones. Casual players probably understand this and can build characters accordingly. A casual player playing a griffon MR barbarian will have an easier time than a casual player playing a griffon scout, for instance. I don't think it would serve the game for me to design or retool endgame content based on the capabilities or level of interest of casual players. Again, that's just going to result in zones that bore veterans to death. I hope that the players who have been active in PvE lately get a little rush of adrenaline or sense of accomplishment when they step up to the endgame bosses, put it all on the line, and win. That is the player experience I am shooting for as the Outer Planes KD.
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You referenced that log as an example of how "non-standard" group composition was not impossible. Everyone here is saying "yes, non-standard is possible, but it is NOT possible without specific non-class/race abilities."
But there are so many different specific party compositions based on specific non-class/race abilities and how they intermix with the class/race abilities, that it is a moot point. Yes, that precise blend of cabal, race, and class abilities was unique and worked well in that situation. But so would dozens of other specific cabal, race, and class combinations. My point was just that what are considered truisms on SK about party composition and PvE are more about what is tried-and-true rather than what is possible. I'm still waiting to see the first necromancer/bard PvE domination team.
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I'd like to know why it's meant to be virtually impossible. It's not the first time I've seen dozens of BoGs used in a single engagement with the dracolich in recent times.
A "single engagement with the dracolich" generally involves more than just the dracolich. Previously you said 30 BoGs hit the dracolich? That is what seems highly improbable to me. The main reason I think this is that I always see it take way fewer before it goes down. It is a boss with a lot of HP, but not THAT many HP.
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Here's the problem. SK's randomization and the numbers behind race X and PC A are invisible by design. It is not reasonably feasible for a player-side person to generate what you're calling empirical evidence. It is a monumental undertaking for a player to do it.
if you've experienced something in game, it means there's the potential you have a log of it. If you think your spears are too ineffective, it is based on this experience. A log of this directs us to your precise complaint against the precise monster in question. Every monster is different and every PC is different. I'm not asking for you to go out and fight hundreds of monsters, but to send in logs of what you have already done so they can be properly evaluated.
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So when we as players (basically every player who has bothered to comment) is saying "saves are making casters undesirable to play or have present," I think you're trying to put the onus of why it's not working on the wrong shoulders. We as players just don't have access to the variable controls and hard numbers that you as a staff member (and I use "you" in the general not specific sense here) have access to.
The only onus I place on the players is to give us an idea of what their expectations are, because we are not mind readers and cannot do much to make meaningful improvements based on qualitative statements and subjective terminology.
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Reliable and effective would be somewhere on the order of 60-70% success rate. Given the restrictions on alignment-only spells that already exist, I don't think it's unreasonable to expect them to hit for full damage against the already-limited number of NPCs they affect. Particularly given the HP count on end-game NPCs.
Non-alignment restricted spells would be, by me, considered "reliable and effective" in the 40-50% range.
That is a meaningful datapoint we can work with. Are you assuming max art casters here or baseline casters? It's also worth mentioning again how impairment works with this. If the initial success rate is 50%, the success rate on the next casting is going to be higher, etc. A 40% success rate with no impairment means the expected number of attempts for the first success to happen will be 2.5; with impairment, that will drop.
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No, I don't think it is good design. It is possible (if difficult) to make something challenging across the board without making it impossible or boring for either end of the spectrum. I won't be changing your opinion, apparently, nor will you be changing mine on this. I have not ever agreed with nor will ever agree with the idea that content should only be made for some and not all. I don't subscribe to that level of gaming elitism. I don't think it's healthy or beneficial for a game to have it. You, clearly, do.
I believe in the philosophy that you design to the extremes, not the average or lowest common denominator. SK on a holistic level works well when it has things that entertain newbies and things that entertain veterans, not merely things that entertain the average player. On the PvE side of things, these don't have to be the exact same things. Given that everyone was a newbie at some point and everyone can become a veteran, it makes no sense to call this elitism. The idea is to appeal to every player, which is the very opposite of elitism.
What you say, that it's possible to make something challenging across the board without making it impossible or boring for either end of the spectrum may be true in theory but, in practice, in the context of SK, I don't know what that magic bullet is. And it may not exist in the PvE realm.
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The last I heard about a group recovering with any haste from a tpk in end-game, it required an IMM loot movement from where the group wiped. I mean, yeah, I guess that's always been a possibility, but it just doesn't happen very often or for some people ever. If you're talking about the potions of call armor, those require at least a moderately kitted couple of people to even get in the first place, so if you wipe and didn't stash one of those ahead of time, or don't have a paladin in your group that was carrying it to then call it with the rest of his armor for someone else to use, well... Yeah, sure, you're not wrong that some options do exist, but they're not exactly good options or quick ones.
What I mean is things like the dragon quest loot store. It used to have a suit of marginal armor that was kind of useless, but now it has a suit of useable armor and some other useful loot. So you put in the time once to earn access to it, and it is there for you for the rest of that character's life. That's just one example; tribunal outfit is another. There are other things besides these, and there are more things on the way. I think the dragon quest loot store is both a good and quick option. Instead of restarting at 0, you're restarting with something.
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I think the phrase "small fraction of the time it used to take" is kind of key here. Yes, it has always been brutal to die in end-game SK. But you know what kind of level of recovery SK is currently competing with? Respawn points with a few GP for repair costs. There just really is not any kind of comparison. Oh, and leet loot for *everyone* who completes the content and no limits on instances of resources. Do I think SK should go quite that far? Maybe not, but making the comparison of "it only takes you three days instead of three weeks" is not really something to shout from the rooftops, particularly when it takes multiple PCs to get back to fighting fit because not everyone can gather mods to slot into their gear but instead require priests or sorcerers to actually enchant.
You can talk to Dulrik about that. I'm just a builder. I cannot open up the infinite loot and respawn point nozzle. Besides, I will take SK and 3 days instead of 3 weeks to reequip over any of the infinite loot respawn games anyway. That's why I'm here and not there. By the way, who says it requires priests or sorcerers to enchant? That's not true. There are lots of ways around that.
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I don't really understand your mentality of "I spent all this time on something and don't care if my characters are the only ones to know about it ever."
I don't need you to understand my mentality. It is what it is. We're all individual people here.
When I say no characters have found the stuff, I mean
no characters have found the stuff. Yeah, OK, maybe Thuban knows IC, but I don't think what Thuban knows IC is very meaningful in the context of this discussion. Everything I build is out there for the players to find. Maybe they'll find it. Maybe not. And maybe if they do find it they'll have fun doing so. Exploring and finding it may not be your cup of tea, but I think I have succeeded in building some stuff you do like. That's about the best I can do: a little something for everybody. That is what I shoot for instead of everyone liking everything 100%. That seems impossible to me.