Page 1 of 1

That bloody cave of death from disturbing a grave.

Posted: Wed Sep 11, 2013 6:44 am
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.

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

Posted: Wed Sep 11, 2013 7:18 am
by HousePet
I think you got the wrong forum.

Anyway its an optional challange event, like the DOOooOOOooOOOm Bringer and Shassy.

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

Posted: Wed Sep 11, 2013 7:26 am
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.

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

Posted: Wed Sep 11, 2013 1:35 pm
by jenx
Solipsists clear it while sleeping. Lol.

Seriously, it is very easy easy for Solipsists.

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

Posted: Wed Sep 11, 2013 6:22 pm
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.

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

Posted: Thu Sep 12, 2013 1:58 am
by HousePet
I've never had that happen. Maybe it was fixed?

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

Posted: Thu Sep 12, 2013 2:16 am
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.

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

Posted: Fri Sep 13, 2013 5:57 am
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.

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

Posted: Fri Sep 13, 2013 6:51 am
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.