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View Full Version : Yeay for attribute lowering devices!


msgnomer
12-22-2011, 06:02 PM
<p>Just want to give kudos for the continued evolution of Dungeon Maker.</p><p>Features added, often ones that players have asked about.  They may have already been on "the list" but the fact they get added regularly since the release of the Dungeon Maker is extra cool.  It's soon enough for the first crop of dungeon makers to use the added features in their earliest dungeons.</p><p>My favorite  that I noticed today is the addition of weakening agents (forget what they are officially called).  Not only can you weaken a group or individually, you can get them to lower by different amounts.  Yeay!  This was one of my favorite requests.  Really ups the possible mob configurations and possible storylines.  <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></p><p>/cheer</p>

Keran77
12-22-2011, 08:26 PM
<p>I should be blind, since I haven't noticed nothing like that. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Could you, please, post a name of this new "agents" and where did you get it?</p>

msgnomer
12-22-2011, 11:27 PM
<p>In the Marketplace  under Dungeon Maker and then Effect Objects.</p><p>There are the boosters, but now also items to decrease the level of either multiple or single mobs.</p><p>Perhaps I confused by calling it attributes when it's more referring to levels in the marketplace.  You get get items to both decrease and increase the level!  Make your own yard trash!  Create your own mini-boss! </p>

CatamanderEQ2
12-23-2011, 12:02 AM
<p>Whats the difference between the Level and Tier reduction items?</p><p>I've used the room-wide level reduction items and they work quite well at a well-balanced reduction to the challenge pts (marks) rewarded.</p><p>I haven't used the "Tier" reduction items because I didn't understand what they do.</p>

Rothgar
12-24-2011, 03:35 AM
<p><cite>CatamanderEQ2 wrote:</cite></p><blockquote><p>Whats the difference between the Level and Tier reduction items?</p><p>I've used the room-wide level reduction items and they work quite well at a well-balanced reduction to the challenge pts (marks) rewarded.</p><p>I haven't used the "Tier" reduction items because I didn't understand what they do.</p></blockquote><p>The mob's tier is how difficult they are.  This ranges from solo mobs on up to Epic x4 raid mobs.  When you see heroic mobs, that is just their tier.</p><p>Modifying their tier will make the mob weaker or stronger without actually changing their level.  The dungeon will also modify the mob's tier based on the number of people who are in your group.</p>

Black
12-24-2011, 04:27 AM
<p>Ooooohhh.... will we have Raid mobs?</p><p>Or is this a real world example instead?</p><p>Cheers</p>

Guleipho
12-24-2011, 04:13 PM
<p>I just don't see the reason behind "lowering" my mob(s) effectiveness ...</p>

msgnomer
12-24-2011, 07:46 PM
<p><cite>[email protected] Bayle wrote:</cite></p><blockquote><p>I just don't see the reason behind "lowering" my mob(s) effectiveness ...</p></blockquote><p>For those of us building a dungeon with a story....we might want the player to be mobbed by a particular type of creature.  If all the mobs are the current 50 and up, you are limited to really just 3, possibly 4, mobs at a time.</p><p>For instance, perhaps at some point there's a rat inested room.  Little groups of 3 carefully placed around are not going to convey the infestation as well as larger groupings and/or  many wanderers.</p>

Reimas
12-25-2011, 10:02 AM
<p><cite>[email protected] Bayle wrote:</cite></p><blockquote><p>I just don't see the reason behind "lowering" my mob(s) effectiveness ...</p></blockquote><p>At the moment tokens received are calculated by the 'value' of the mob.  Regular mobs are worth 50 pts, elite worth 70, boss worth 100.  When building your dungeon 100 points gives you 1 token.  ie if you look at the difficulty level of your dungeon and it says 15,000 you will get 150 tokens for running through it.</p><p>If you can lower the mobs effectiveness without losing the mobs token value, why not make them as weak as possible to make the dungeon as fast as possible to grind in?  Why spend 20 minutes grinding a dungeon if you can do it in 10, or 5?</p><p>Oops, I just read above that the level reduction does adjust the token value, I assume that the tier reduction will as well, but it is still potentially faster to kill more of weaker mobs than less of stronger mobs.</p>

Pixiewrath
01-09-2012, 06:12 PM
<p>Rothgar, you are aware of that tier increasing buffs aren't working well, right?Not only the spawning of double mobs (I dont play on test atm but read it was fixed in test patch notes), but they also reduce amount of exp gained from mobs. A level 55 epic tiered mob  in a 6-man group gave us 22 exp today, whereas normal unbuffed mobs gave us around 280.Also seems like challenge rating isn't working as intended either sometimes. I thought it was supposed to give 1 token / 100 challenge rating?Furthermore, I think it's very very weird that tier increasers for solo mob only increase the challenge rating by 10!Increasing the tier of a mob, and especially in a group of 5-6 people (so they become epic) make the mobs A LOT harder than any other effect object out there. The poison/arcane procs etc give 25, and that is for an entire room.That tier increase should be a AT LEAST 100-200 challenge rating on it's own, due to the immense difference it does to the mob it is placed on.Go and kill a lvl 55 epic mob in a 6 man group and you will see why. Takes ages to take that mob down, and it hits extremly hard on that too.Which leads me to another thing. Why doesn't token and exp reward increase when you play a 5-6 man group? Doing so is much harder and more time consuming than soloing. As it is now, people are only encouraged to solo or duo all dungeons because it's both less time consuming and rewards the same amount of tokens.Another thing which would make dungeoning better is if mobs dropped Mystic crates. 1-2 players, only treasured ones. 3-4 players, treasured and legendary, and 5-6 players, treasured, legendary and fabled ones.It's a bit boring to not loot anything in them... :/</p>

Pixiewrath
01-09-2012, 06:14 PM
<p><cite>Reimas wrote:</cite></p><blockquote><p><cite>[email protected] Bayle wrote:</cite></p><blockquote><p>I just don't see the reason behind "lowering" my mob(s) effectiveness ...</p></blockquote><p>At the moment tokens received are calculated by the 'value' of the mob.  Regular mobs are worth 50 pts, elite worth 70, boss worth 100.  When building your dungeon 100 points gives you 1 token.  ie if you look at the difficulty level of your dungeon and it says 15,000 you will get 150 tokens for running through it.</p><p>If you can lower the mobs effectiveness without losing the mobs token value, why not make them as weak as possible to make the dungeon as fast as possible to grind in?  Why spend 20 minutes grinding a dungeon if you can do it in 10, or 5?</p><p>Oops, I just read above that the level reduction does adjust the token value, I assume that the tier reduction will as well, but it is still potentially faster to kill more of weaker mobs than less of stronger mobs.</p></blockquote><p>There is a very good reason to do that. If you want to make a really hard boss, but make his adds weaker, you can make them weak.Also, if you want a room swarming with mobs, making them weaker is the only way to go or you die a lot.Very good feature to have.Only thing I don't like is that the limit is so low for all effect objects. I think you can only place 5 of each, and to use the single tier/level up and downs, you would need a lot more.</p>