Insane Difficulty Suggestions

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guldur
Low Yeek
Posts: 8
Joined: Sat Oct 08, 2011 5:14 pm

Insane Difficulty Suggestions

#1 Post by guldur »

Hello,

A few suggestions for the Sher'tul Fortress quest!
(I finished this quest at level 24!)
Make the stairs from Lake of Nur (3) a one way teleport so players cannot defeat unique monster on next level by going up and down stairs! (After all you do provide a pretty big battlefield for fight vs. a single opponent and players should have something by now that allows for them to teleport about!)

Yes, that is how I defeated this one but for some reason on this quest it just felt like I was cheating even though I wasn’t! Although, it didn’t stop me from doing it!

Make staff used and dropped by unique monster an artifact! For me I just kept repeating quest till it came up as an artifact! The other items dropped by unique I simply ignored because what I already had was way better than any of the items that actually came up!

I believe the Lake of Nur (3) level was just right as it was very difficult for the level 22 dwarven alchemist character I have to clear the level! (Although, it would have been much easier if I had done the Sandworm Lair quest first and had equipped the shield rune I found at the beginning of the game!)

Suggestions for Sandworm Lair Quest
Make Queen Sandworm able to tunnel through sand! Because I was looking for a specific item for my character I did this level quite a few times before I was happy! Because of that I noticed that when the Queen was alone she did not follow me when I ran away and if the sand closed in after me!

Also, there were a few times when I finally did locate the queen and she was already down from her max HP total by at least 50% to 90%! Not sure how she took the damage but because she is the queen I would make it so that she will not attack or be attacked by the sandworms outlined in blue and I would also make it so that if the queen is in a space that was previously cleared of sand and said space is then filled in with sand then she will not take damage from it!

I think that the experience awards for defeating monsters that are 20, 30, 40 or 50+ levels above the characters level should be greater than they are now! As near as I can tell experience seems about the same regardless of monsters level! Although, I have noticed that for me I tend to ignore the monster level except to use it as an indication of what tactics I need to use to defeat them!

For new players: Complete the Sandworm Quest before the Sher’Tul Fortress Quest! Doing it the other way round makes the Sher’Tul Fortress quest a lot more difficult than it has to be!

Definitely worth it to use your first category point for a rune of shielding as it makes fighting the more powerful monsters way easier as your character will not die immediately when rune is active! (gives you at least another round or two ta do something!

gc

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Insane Difficulty Suggestions

#2 Post by bricks »

There needs to be some way to escape the Weirdling Beast. He's a really tricky boss; I've had some characters who just could not deal enough damage at their level to kill him. Removing the stairs is just going to result in more petty deaths. It would be better if enemies would regenerate some portion of health while you are outside a level, as has been suggested in a few other places.
guldur wrote:Make staff used and dropped by unique monster an artifact! For me I just kept repeating quest till it came up as an artifact! The other items dropped by unique I simply ignored because what I already had was way better than any of the items that actually came up!
Hmm? What staff? The Shade's? Spoilers are OK on the ideas forum, as long as they aren't gratuitous.

The enthusiasm is great, Guldur, but you don't need to use so many exclamation points. :)
Sorry about all the parentheses (sometimes I like to clarify things).

Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: Insane Difficulty Suggestions

#3 Post by Canderel »

guldur wrote:a one way teleport so players cannot defeat unique monster on next level by going up and down stairs! (After all you do provide a pretty big battlefield for fight vs. a single opponent and players should have something by now that allows for them to teleport about!)
You can't teleport on that level. Phase door etc. fails.

Rectifier
Archmage
Posts: 386
Joined: Mon Aug 29, 2011 8:06 am

Re: Insane Difficulty Suggestions

#4 Post by Rectifier »

That fizzling has killed me on the farportal boss when I was underlevelled more than once.

shwqa
Halfling
Posts: 95
Joined: Fri Jan 07, 2011 8:49 am

Re: Insane Difficulty Suggestions

#5 Post by shwqa »

I don't think stair abuse is a big deal. You can't do it for the end game bosses and certain classes just suck at their early levels. If you don't want to do the stair abuse good for you, if others do then good for them. It is a single player game that is meant to be for fun. Putting hard bosses that can debuff and heal in a small room with no means of escape or teleport in the first 1/4 of the game seems a bit extreme to me.

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