That bloody cave of death from disturbing a grave.

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Delmuir
Uruivellas
Posts: 992
Joined: Sat Aug 24, 2013 5:55 am

That bloody cave of death from disturbing a grave.

#1 Post by Delmuir »

So if you disturb a grave you'll sometimes fall into a cave where you have to fend off a staggered hoard of enemies. I hate this thing. I hate the idea of it and I hate the implementation of it.

First off, it's way, way, way too difficult for any resource driven character (such as a mage) and I regularly bring a character into the 40's.

Secondly, what's the point? I realize that you can just ignore the graves but it just seems spiteful and terribly un-fun. I dread seeing them and I hate that auto-explore constantly dumps me off, just baiting me to try it. Most of the time, it's either nothing or a nice little fight but every once in a while it's just a big "screw you."

Seriously, it's literally my least favorite part of the game.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: That bloody cave of death from disturbing a grave.

#2 Post by HousePet »

I think you got the wrong forum.

Anyway its an optional challange event, like the DOOooOOOooOOOm Bringer and Shassy.
My feedback meter decays into coding. Give me feedback and I make mods.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: That bloody cave of death from disturbing a grave.

#3 Post by Crim, The Red Thunder »

Also, I've cleared grave pits with EQ based characters, several times. In one run.

And I seem to recall doing it once with a mana based one, but it's been a while.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: That bloody cave of death from disturbing a grave.

#4 Post by jenx »

Solipsists clear it while sleeping. Lol.

Seriously, it is very easy easy for Solipsists.
MADNESS rocks

sehnsucht
Higher
Posts: 65
Joined: Sun Jul 22, 2012 6:13 pm

Re: That bloody cave of death from disturbing a grave.

#5 Post by sehnsucht »

What's more, when you come out from the damn cave, you may find yourself stuck in a wall or other terrain that needs special breathing methods.
On this situation, If you don't have a phase door/teleport rune, or have joined a group of medieval witch hunters.
Please restart the game or ask Eldolon for help.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: That bloody cave of death from disturbing a grave.

#6 Post by HousePet »

I've never had that happen. Maybe it was fixed?
My feedback meter decays into coding. Give me feedback and I make mods.

morganp
Higher
Posts: 64
Joined: Tue Jul 02, 2013 6:31 am

Re: That bloody cave of death from disturbing a grave.

#7 Post by morganp »

I've always loved the cave! I like that it is such a different playstyle, so much of the game is just killing and resting over and over. It adds a different challenge that keeps me on my toes. I always look twice at my resources before entry, make sure I've got an up-to-date manasurge rune or whatever, and you have to space talent usage a bit. Also compare using AoE vs high damage single target talents, etc. Yeah, very different playstyle, that ToME could've evolved into, but didn't. A little optional arena, if you will.

CaptainTrips
Wyrmic
Posts: 227
Joined: Thu Mar 10, 2011 9:10 pm

Re: That bloody cave of death from disturbing a grave.

#8 Post by CaptainTrips »

morganp wrote:I've always loved the cave! I like that it is such a different playstyle, so much of the game is just killing and resting over and over. It adds a different challenge that keeps me on my toes. I always look twice at my resources before entry, make sure I've got an up-to-date manasurge rune or whatever, and you have to space talent usage a bit. Also compare using AoE vs high damage single target talents, etc. Yeah, very different playstyle, that ToME could've evolved into, but didn't. A little optional arena, if you will.
It would be interesting if somebody made an addon which somehow prevented the typical rest-heavy strategy that the game usually rewards or at least made it riskier. I wonder if you could make all the mobs on a level wander every few turns without slowing things down too much.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: That bloody cave of death from disturbing a grave.

#9 Post by Crim, The Red Thunder »

CaptainTrips wrote:
morganp wrote:I've always loved the cave! I like that it is such a different playstyle, so much of the game is just killing and resting over and over. It adds a different challenge that keeps me on my toes. I always look twice at my resources before entry, make sure I've got an up-to-date manasurge rune or whatever, and you have to space talent usage a bit. Also compare using AoE vs high damage single target talents, etc. Yeah, very different playstyle, that ToME could've evolved into, but didn't. A little optional arena, if you will.
It would be interesting if somebody made an addon which somehow prevented the typical rest-heavy strategy that the game usually rewards or at least made it riskier. I wonder if you could make all the mobs on a level wander every few turns without slowing things down too much.
See the 'madness' difficulty in the SVN, or wait for the upcoming (eventually...) 1.0.5 patch.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

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