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Post by fallen on Dec 2, 2013 10:27:07 GMT -5
There are a couple of hidden items in the prologue. Did you find them?
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Post by John Robinson on Dec 2, 2013 15:07:03 GMT -5
I found a +8 SP ring in the spider cob webs, I think it was somewhere inside the officer quarters off NE Thurgim hallway (instead of a chest). I'll look more closely for others, any clues?
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Post by fallen on Dec 2, 2013 15:19:30 GMT -5
John Robinson - that's the one in Red Hill. The other is in the Krellin Deeps. Going to be adding another couple as we keep polishing content. Nice to give small rewards for exploration.
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Post by slayernz on Dec 2, 2013 15:52:39 GMT -5
Tis very nice to find those types of objects. I found the Red Hill ring, and will be hunting for the KDeeps object (although I might have found it on a previous run). Am busy doing a 100% search of the caverns in Red Hill to see if there are many goodies to pick up. Got the 2H sword easy enough. ... later on it would be COOL to have a ring that generates SP ...
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Post by hosh on Dec 2, 2013 16:18:16 GMT -5
Yep, I only found that ring. Had not played the Deeps yet.
With the sense of urgency, it was interesting having the thief sneak up to the door and trying to use Farsight beyond it. I know we talked about using Farsight for scouting in P2, but I will say, with doors and a story set up where you can easily get overwhelmed ... getting a hint of what is behind the doors makes Farsight very useful, less so in the open dungeon.
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Post by fallen on Dec 2, 2013 16:47:21 GMT -5
hosh - agreed, it is a very territorial type talent. Sometimes its not that useful, but when it comes to a real dungeon / castle style environment, where you could actually chose not to go through a door, or go around a room ... its amazing to be able to check and see if there is a chest inside or if there are monsters.
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Post by rabidbite on Dec 2, 2013 22:41:56 GMT -5
I found the SP ring. I haven't found anything else because I started P3 in nightmare. It's been a bloodbath from the very first encounter. 5+ mobs every 1 minute or so?
Had to fight that horde of fighters plus the possessed officer, fought the guys in the officer room, then the guys that found me (right after I stepped outside officer's room), then slightly down the tunnel (about 15 squares tops) 5 more. Interestingly enough, if I'm fighting, these mobs also agroed, irrelevant of whether I'm in combat or not.
So I think it's been a 6 man+1boss+4+5+5=21 monsters (with heavy resistances) within the first 50-70 lineal squares of game. That's one antagonist in every 3 lineal squares of travel.
I also noted that the Thief's normal arrow ability averages 2-3 hps every 9 attacks against a normal Heavy Guard. Considering the Outlander has as much chance to hit, that's a pretty difficult to damage guy.
I like how enemy archers are moving. They are a lot more difficult to deal with. (Take cover, keep at range half the time) It makes for a better game. Tougher fights.
As usual, the mage is a debuffer, buffer. Only use its fireball when attacking archers. Rest of the time is a waste of SP.
I am having a great time having to strategize my fights (use doorways, line of sight, pathing limitations) because of the overwhelming hordes.
P3 seems like a success to me.
rabid
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Post by fallen on Dec 2, 2013 23:30:36 GMT -5
rabidbite - great! Glad you are enjoying it. We had one other alpha team member report beating Red Hill on Nightmare, which I consider a major feat. We are continuing to work on difficulty / game balancing, as we don't want the start to be too hard. There is the whole game for that!
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Post by beuns on Dec 3, 2013 0:13:34 GMT -5
I've just finish the entire prologue (reaching town and fighting the shaman) and I didn't find any other object apart from the ring in the officer room back to red hill... I tried to explore all the deep but obviously I've missed something
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Post by rabidbite on Dec 3, 2013 11:45:12 GMT -5
Red Hill is that stage with the bridge at the end?
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Post by fallen on Dec 3, 2013 12:06:43 GMT -5
rabidbite - yes, Red Hill is the dungeon level with the bridge at the end.
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Post by John Robinson on Dec 3, 2013 12:09:27 GMT -5
Yes Red Hill is the beginning
Krellin Deeps - you must travel through to reach;
Oskahold - Ends here before the Gate.
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Post by rabidbite on Dec 3, 2013 14:09:10 GMT -5
Cool. Then yes, it's finished in Nightmare. Good fights. Only had 2 potions left. Empty chests suck! Running around Kreling Deeps. I've developed a few ways of speeding things along (since I have a camp). 1. Don't check for traps (sometimes trap placement is obvious so disarm those traps). Have the Outlander walk through all of them, go back to camp (If convenient). Makes things a lot simpler. 2. The Outlander is now a tank. I made sure to have all my team members obtain at least 1 defensive buff for the Outlander. Each fight he begins with Stone Skin, Phalanx Shield, Warden's SHield, and Pureflame Shield (3). 3. No saving SP. Go all out each fight (there are a lot of mobs) to avoid crowding. Then go back to camp. 4. The Thief is now an Archer completely specialized in long ranged arrow damage. (Not good at sneaking anyways). rabid
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Post by slayernz on Dec 3, 2013 22:15:50 GMT -5
1. Don't check for traps (sometimes trap placement is obvious so disarm those traps). Have the Outlander walk through all of them, go back to camp (If convenient). Makes things a lot simpler. Did you realise that you are giving up valuable XP with this approach? Did you know that the Thief gets +1XP for EVERY trap detected using her talent?!?!?! I just discovered this and ... brain exploded. Makes me wonder what other talents provide XP for successful actions ... and and and does explain why the Thief has often got much higher XP than the other characters.
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Post by rabidbite on Dec 4, 2013 23:14:57 GMT -5
I was going to SUGGEST XP for trap discovery, no I didn't know it was already implemented.
Its like the darn bug report screenshots ... a little ... late.
rabid
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