Some players do like a challenge, but I cannot for the life of me equate three Icce Flensers throwing an un-resistable spell i.e. Ploar Ray simultaneously to challenge. Give them cc, sure, but the ability to one-shot a player at that level? Not so much. If you're going to give mobs spells that have no resist or even a chance of resisting then they should not do so much damage that a level appropriate character with decent HP cannot survive two in quick succession.
Character Builder Lite * Adventure Pack Reviews * The 100-Favor Dash * Weapon Recipes
Builds: Evasion Paladin * Kensei Warpriest * Tempest Trapmonkey * Bard Trapper * Pale Trapper * Necro Cleric * Dual-box Openers
Challenges: Tutorials (with video) * Heroic Farmer * Epic Farmer * Night Revels Farmer
It was mostly a minor gripe about the stealth change to Dreaming Dark, I still have characters that could do with a few Ioun Stones. Oh well, twink gear it is then. :/
Anyway, was just a shock to me.
There used to be a developer on DDO, Mad Floyd, who I think must be gone now, that came to the forums and stated that being one-shotted, even in elite, was not his idea of fun. At the time, disintegrate was the main problem as it had been messed up by the spell power changes. After that, a lot of that damage was scaled back so that reasonably well built toons, even arcane, could survive the first volley.
I am sure there are folks who love to die and repeat things all over again and win the second or third or fourth time, but there are others that are just trying to move through the TR cycle, and need to maintain streak due to the requirements of BB.
There is a fundamental tension between challenge and grind. There always will be. But at the end of the day, the grinders will still be grinding (and paying). Once the challenge has been beat, there isn't a challenge anymore. It will probably come down to that.
If we're comparing though, disintegrate becomes far less of a danger within a few levels of that. If you don't dump CON and you've got a decent resistance item, most of those will hit for 30-40 damage. There's also a particular set of mobs that use it, mostly beholders, who can usually be pulled one at a time in the mid-level range quests.
Polar ray is generally from ice flensers, who are found in groups because when they were placed that spell wasn't routinely doing 400-800 damage, and there are a number of places in the game where it's mostly a matter of throwing prot from cold and crossing your fingers. Ghosts of Perdition can easily wipe at the brothers because of that. I suppose you could always try "dodging the rays".
It's not insurmountable, but it is another frustrating lack of thinking through a design change.
This form's session has expired. You need to reload the page.Reload