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Hi All
Has anyone noticed the level 8 mobs you dig up in Cyseal cemetery since the 1.0.132 patch? Just wanted to check it wasn't a bug.

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The one in town or around the old church?

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The one in the town

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Just checked it and they are level 8. I had to invest in leadership to have some initiative otherwise the skelies wipe may level 2 party and also killing with 1 hit the dog and the woman there. Who knows what surprises awaits us since patch 1.0.130.

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this is just wrong; as for my observation and my own experience, the "game is too easy" issue doesn't arise til mid game (around lvl 10). the early game is pretty challenging, and does need some reasonably easy xps to level up.


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That doesn't make any sense. Why expect early character, level 2 or 3, to take on level 8 mobs. I mean no one is going to go on to the second map of the game and then all the way back to the town's cemetery.

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"I mean no one is going to go on to the second map of the game and then all the way back to the town's cemetery."

Why not? The port is right nearby. It's not as if there is no form of instant travel.

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That's probably a bug...

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Originally Posted by sadre
"I mean no one is going to go on to the second map of the game and then all the way back to the town's cemetery."

Why not? The port is right nearby. It's not as if there is no form of instant travel.


I think the point is that Cyseal is early game area, which I think most gamers would agree that early combats are reasonably challenging. it doesn't make sense to add high level enemies to increase difficulty; areas after mid-game are the ones need re-balancing.

why should we go back to random skeletons when we finished Cyseal business?
it'd only make sense if there's a hidden boss in Cyseal; we need to gather clues/items all over the places and come back to unlock it.

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I've just noticed if you manage to kill these mobs you get level 8/9 items. Shame my characters are not strong / clever / nimble enough to wear them!

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Beats me why they made this change, but I can at least think of some reasons. One of which being, they wanted players to be afraid of graveyards, not go in thinking "sweet, loot!". Of course, all it does is make us go "oh, wait for later... then loot!".


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Except for the grave near the doc's office, which just blows us to pieces...

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Originally Posted by EinTroll
One of which being, they wanted players to be afraid of graveyards, not go in thinking "sweet, loot!".


Which, to be fair, was exactly how the game was conditioning me until this point. *dig dig dig*

Personally I like the flavour it adds to the world. It's more thrilling to not take for granted that Early Zone = Early Monsters, and goes one step into creating the illusion that there's stuff happening around the world, not just around the player. biggrin


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Personally i disliked the change because:

Since i was into that digging and getting loot i died many times in the Crypt while digging those entombed past Source Priests.

Each time i was thinking: Damn Larian, you got me again because i'm a greedy bastard =P.

If they decided that it should be an impossible fight until we get to Twins By Fire Joined level, i think it's probably ok as that xp wasn't extremely needed.

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I'm willing to bet it's accidental and related to changes associated with the cathedral.

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Originally Posted by Scry_Kane
Originally Posted by EinTroll
One of which being, they wanted players to be afraid of graveyards, not go in thinking "sweet, loot!".


Which, to be fair, was exactly how the game was conditioning me until this point. *dig dig dig*

Personally I like the flavour it adds to the world. It's more thrilling to not take for granted that Early Zone = Early Monsters, and goes one step into creating the illusion that there's stuff happening around the world, not just around the player. biggrin


Well for one thing it ruins the progress in the game. Having to backtrack to get back to tougher monsters ... that we found by being slaughtered by them and having to reload ... just ruins the progression in the game.

I agree it must be a bug that I hope they fix soon.

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Originally Posted by LeBurns
... just ruins the progression in the game.


It depends on how you conceive of "progression," really -- linear versus not-quite-as-linear.


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Originally Posted by Scry_Kane
Originally Posted by LeBurns
... just ruins the progression in the game.


It depends on how you conceive of "progression," really -- linear versus not-quite-as-linear.


But you can not really make a game like this in a non-linear fashion, unless it is by DESIGN that the player must be slaughtered and reload the game, which wouldn't make any sense at all. Just randomly throwing in mobs that are 5 or 10 levels higher than the player would just be there to auto-kill the PC (you know, kind of like that grave near the docs house). It's just pointless.

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The exploding grave at least gives the player plenty of warnings. If the player clicks through all two (three?) pop-ups that say "this is a bad idea -- you sure you want to do this?" then the insta-death is somewhat appropriate (and rather funny). Unless the text on the relevant gravestones has changed to reading something like "do not dig me up!", I'm inclined to believe it's a graveyard/cemetary mix-up in the scripting, or a dev changed something and accidentally used "Zombie_B" instead of "Zombie_A" for stats.

Last edited by Noaloha; 24/08/14 09:38 PM.

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