Gombdalla Quest or Break-In Guard Nerf.
#1
As anyone who has been in the Pyarados Legion will know, Gombdalla's Tower has been the frequent sight of retrieval quests and with the new changes to not only Knock DC, but also the new break-in guards who appear out of nowhere and start attacking you. I would like to suggest this be reviewed and changed.

One the one hand, sending legionnaires into a building filled with Red Wizards and Thayan Knights that attack on sight seems a little silly. One survivor would instantly track down the culprit, find out it was the Master Sergeant ordering his soldiers to cause trouble and have his head off in a flash. Unless all Reds inside are incompetent or extremely forgiving of having common soldiers meddling in whatever they are doing.

The disabling of Knock means you have to find yourself a really good rogue to pick the lock, quit the quest or bash the door down.

The first two are obvious in their limitations, though who doesn't want a good rogue in the team? The guards however. I have only had one encounter and once they attacked, the fight was over in a few seconds. I died. Given the randomised generation system this could be pretty bad luck, however if its not. Can there please be a system where guards can be heard coming thus giving time to escape prior or at least have them reduced in strength if they are indeed found to be a tad over-powered (the message about guards coming came AFTER I was attacked). As I said this is a request to simply have them looked over in terms of power IF any review does find them a little unbalanced or to atleast have Gombdalla's made more accessible or less frequent as a quest. In this particular instance, for posteriety, I was not there for a quest, but the short, sharp end at the end of the guard's hammer does make me wonder what would have happened had that been Gunnar. Or any other unlucky bunch that can't pick the lock
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#2
You take your chances busting down the doors of a Red Wizards tower right in the middle of the gods and everyone. Also, you don't know why the intruders aren't getting reported. This is not the only spot in the game players get sent to with aggressive red wizards guarding. A party of adventurers should be able to handle a single guard being called to the scene. If not, perhaps exploring alternate paths in is the order of the day? This spot does in fact, force you to think outside the box.
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