10-30-2003, 04:21 AM
Crystalion,Oct 29 2003, 10:57 AM Wrote:v1.10 release, two accounts, fresh chars on ladder...I have seen a couple of minor differences in rushing Act 2 quests but in general it is the same as beta (or easier)...
Early act 2 waypoint rushing: no problem.
Act 2 "lift darkness" rushing: no problem.
Act 2 multiple cubes, amulets, staff of kings via carry along (sitting in town): no problem.
Summoner quest carry-along: no problem.
No Summoner kill, no Duriel kill, Tyriel talk sleaze: no problem.
Act 3 +20 life quest for clvl 1 char: no problem.
Act 3 Gidbinn reward of free Act 3 merc for clvl 1 char: no problem (got charged bolt guy and he counts as a major twink)... note that Gidbinn ring reward was not claimed (saving for higher clvl--is that necessary?)
All in all the trendline so far is clear: anti-rushing was not treated as a serious problem for release. Sorry Ruvanal. I'll keep posting back as I verify more things (my goal is to take my rushee--a budding enchantress Sorc--into nightmare once she is 20, in order to hire a level 21 fire arrow rogue--prior to that she'll probably use act 3 mercs). Thus I combine my theoretical confirmation Ladder rush testing with practical utility. :)
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"Proto-matter... an unstable substance which every ethical scientist in the galaxy has denounced as dangerously unpredictable." -- Saavik, Star Trek III
"Mom! Dad! It's evil! Don't touch it!" -- Kevin, Time Bandits