Current thread: Mythic forums > General > So I the only one who loses high level chars?
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Author | Message |
WarWorld 4/27/2012 10:11:32 AM | see subject |
Sardonic 4/27/2012 11:07:48 AM | I think the front page answers that question for you. I have seen lots of people lose high lvls. I lost a lvl 4 a few weeks ago. Bad starts, like has been said countless times, are the major cause of this. Botched escapes will be the other reason. I dont see why the ability to accept characters dieing is lost after a few level ups.
It sucks, absolutely, but it is a 100% certainty in this game. Rather start playing lower lvl runs or start gearing your guys to fit into larger groups, that would be my advice. |
Dragon Masters 4/27/2012 1:30:16 PM | Dont have any characters in the level 4 or higher range, so couldnt help you there. Cannt lose what I dont have. But it looks like silverlode tends to lose more higher level characters then most. I guess you dont run them in the level 1 adventures. Once I start getting into that range, i will probably die as often, since most of my characters dont seem to get above 75% defence. |
Sardonic 4/27/2012 4:18:07 PM | Dragon, the defense rating you see on the character page is average defense. If you are wearing armour of any kind, it is added to the defense average. Hover over your defense average to see whats really going on. |
Dark Realm 4/27/2012 6:22:37 PM | ive run a priest up to 7th level and only recently did he get over 75% defense...most of the time i had good tanks protecting him and him on evade. you could have a great average as well with plate armour all over but if you have no armour on your legs and 25% of attacks are on them... |
WarWorld 4/27/2012 7:29:40 PM | Sardonic, my reason is that it usually takes a few levels to determine if you have a good character and once you have found it to have it die at that point really sucks. Especially since they way the game is set up the odds of getting a char that good again is very very low. |
Dragon Masters 4/27/2012 8:28:52 PM | Silverlode seems to lose more of the higher level characters then alot of people do. This trend of most people NOT losing characters is what started the randomizing the normal start button. Legion stated most people DONT take their higher level characters into the appriopriate level adventures. They tend to stick with level 1 if at all possible. Granted, I think that running from everything that isnt extremely easy to beat is close the same thing, even if it is in a level 30 dungeon. Out of groups that I have seen, alot of level 2 characters have 100+% on their averages from certain clans. I would love to know how they got the funds or found the stuff that consistantly, without fleeing every adventure to avoid gaining xp. Guess I havent found the secret for making loads of money. I have seen a few characters start off great for things like hp, and bite the big one when they hit level 2. |
Clappendectomy 4/27/2012 10:27:32 PM | Everyone has a different way of playing, and there are probably more ways of being profitable than there are clans, but my general goal is to always run the most difficult adventures I feel I can safely complete. Running adventures that are Dangerous or harder is very lucrative, if you can stay alive. Having an enchanter and/or some crafters along to protect your equipment is a really nice way to enhance your profits.
This will mean different things for different players and even for different groups within a clan. With a group selected that I feel confident in (this usually means a reasonable mix of healing, magic, damage, and defense), I'll almost never run anything easier than Dangerous. With a weaker group that includes vulnerable characters with inadequate protection, injured characters, or a bad mix of skills (no heals, say, or inadequate damage), I might drop down to a Normal or even in extreme cases an Easy. At low levels, say 1 and 2, I tend to make mistakes and eventually end up with dead guys when I try adventures harder than Dangerous unless I'm very careful with group selection.
As I mentioned in another thread, I find that in general larger groups are safer since they allow you to protect vulnerable characters from getting hit multiple times in a round (a frequent cause of death). Multi-group parties are even better for this, since you can outflank enemies, strategically retreat an injured group, and scout ahead with a stronger group.
And if you find you are short on heals, or enchants, or tanks, invest specifically in those areas with your existing chars or your new recruits. Building a resilient clan takes some planning. |
Clappendectomy 4/29/2012 7:07:01 PM | As a side note to the post above, I find that running Dangerous adventures (or maybe Very Hard adventures) is the threshold where my higher level (say 4+) people can be profitable running one adventure per daychange. This means gearing up, getting organized, and running each party a single time per day (more if you want to maximize profits and think it's safe). And it means you can always start with full spell points, which is obviously a big advantage. Again, there are lots of different ways to run a clan, but most days I go this route and the majority of my clan I'd say goes out once each daychange. |