Electric Eels and alternative zone suggestions
Posted: Tue May 07, 2013 11:26 pm
Regarding Electric Eels: As these can now show up in Trollmire, the problem they have early (two+ are highly dangerous, especially if accompanied by support that's even remotely capable) are now no longer limited to Yeeks. My proposal's this:
1) Buff their durability some.
2) Have them learn Lightning at L15. (L10? L12? Approximately at Lake of Nur.) This reduces a lot of the swinginess of Yeekstart, which is good; this also keeps Trollmire sane as a starting zone, which is also good.
3) As compensation, give them some small amount of electric damage on their basic physical/when they're hit. (And if that's already there, buff it a touch, because honestly it's not noticeable since they're basically lightning turrets as it stands.)
This should make those two zones more sane.
Also, while on the topic of alternative zones, a quick proposal - have it scale to # of classes/races unlocked? That way, as you get more stuff unlocked in game, the new zones show up more often, but for a newbie they're relatively rare if not flat out impossible to see.
1) Buff their durability some.
2) Have them learn Lightning at L15. (L10? L12? Approximately at Lake of Nur.) This reduces a lot of the swinginess of Yeekstart, which is good; this also keeps Trollmire sane as a starting zone, which is also good.
3) As compensation, give them some small amount of electric damage on their basic physical/when they're hit. (And if that's already there, buff it a touch, because honestly it's not noticeable since they're basically lightning turrets as it stands.)
This should make those two zones more sane.
Also, while on the topic of alternative zones, a quick proposal - have it scale to # of classes/races unlocked? That way, as you get more stuff unlocked in game, the new zones show up more often, but for a newbie they're relatively rare if not flat out impossible to see.