Tower of Pain
Posted: Sat Feb 12, 2022 3:08 pm
I know this is an incredibly original topic to discuss. But the tower of pain is terribly unbalanced. The only times to close it or keep it closed is when there is 0 evil activity. If there's even a little, the tower is just open by default. No point closing it.
For the evils, opening it could hardly be easier. There's what? 2 weak crusade guards and a cleric? To the average evil char, that's an absolute joke. Especially when you factor in curse and darkness. You may as well take out the resistance, they're worthless.
For the goods to close it, there's quite a lot of undead. An amount that usually necessitates either a party or a really big char who specializes in killing undead. But most of all, the banshee. Because of the banshee, the goods need access to some sort of magic damage or blessed weapon to even attempt the tower. In short, closing it is a lot of work. Too much work to justify doing it in times of any real conflict. Or if there's an evil char around to breathe on it.
This makes the tower of pain a useless objective and it means that in times of actual conflict, the Satho church will just passively have that EP boost, and if they don't, they'll just go take the 2 minutes it takes to open it.
Two possible solutions. Lower the amount of undead resistance to closing it, including taking out the banshee entirely so that the goods no longer need to have some way of hurting it to close the tower. Or, triple or even quadruple the amount of goodie npc's defending it.
Yes, I know some of the goodie guilds get told if it's under attack, but in 99% of cases all the guards will be dead and the tower opened before the goods have any chance to assemble a team, even if the players are online for it.
For the evils, opening it could hardly be easier. There's what? 2 weak crusade guards and a cleric? To the average evil char, that's an absolute joke. Especially when you factor in curse and darkness. You may as well take out the resistance, they're worthless.
For the goods to close it, there's quite a lot of undead. An amount that usually necessitates either a party or a really big char who specializes in killing undead. But most of all, the banshee. Because of the banshee, the goods need access to some sort of magic damage or blessed weapon to even attempt the tower. In short, closing it is a lot of work. Too much work to justify doing it in times of any real conflict. Or if there's an evil char around to breathe on it.
This makes the tower of pain a useless objective and it means that in times of actual conflict, the Satho church will just passively have that EP boost, and if they don't, they'll just go take the 2 minutes it takes to open it.
Two possible solutions. Lower the amount of undead resistance to closing it, including taking out the banshee entirely so that the goods no longer need to have some way of hurting it to close the tower. Or, triple or even quadruple the amount of goodie npc's defending it.
Yes, I know some of the goodie guilds get told if it's under attack, but in 99% of cases all the guards will be dead and the tower opened before the goods have any chance to assemble a team, even if the players are online for it.