markellis07: It's funny that you're talking about MM6 because this perfectly describes my experience with MM7. For example, the Barrow Downs had me teleporting into rooms filled with a shocking amount of skeletons, bats, and rats attacking from all sides, leaving me little choice to kill what I could and retreat from whence I came. I would repeat this process until I could finally whittle down the monsters enough to explore that section.
Yeah, there were quite a few baddies crammed into those tombs. I didn't have much trouble with it, actually, but I think I visited at a later level than what was expected.
markellis07: Another good example of this is The Pit, and to a lesser extent the Breeding Zone. These two zones are absolutely brutal, even for advanced parties, and require copious use of Lloyd's Beacon and Town Portal to eventually whittle away at the vast amount of baddies. I feel like I could go on and on. I guess it's just a hallmark of both games to present dungeons that cannot be easily cleared by a single nonchalant run through, and managing these numerous forays is part of the charm of the M&M series, in my opinion
I don't think I had much difficulty with those two zones, either - I found the most difficult areas in the game to be Thunderfist Mountain and the Titan's Stronghold, largely because there are so many death touch effects flying around, and Protection from Magic doesn't help. I only had a single divine spellcaster, as well, so if she was killed, I had to either reload or retreat. Fortunately you only have to clear a narrow path through the Titan's Stronghold, though I ended up clearing the whole zone for the experience and treasure.
I think it becomes tedious. Often it's not just the dungeon that needs multiple trips to clear out (that would be fine and even expected), but even individual rooms. I was able to clear dungeons in MM7
much faster than in MM6, but I still often needed to rest or visit the temple a few times (or many times) before I was through, so for me, it felt much better balanced than MM6. Personally, I prefer the way dungeons were set up in MM3-5: there were plenty of monsters to kill, of course, but they were also loaded with traps and riddles, which is where the bulk of the challenge came from. MM6 shifted things heavily towards hack-and-slash.
The basement of Castle Darkmoor was one of the most frustrating areas for me in MM6 - it's crammed full of what must be at least a hundred beholders, half the time floating out of reach of melee weapons, each with different magic resistances and each able to spray debilitating status effects. It took me forever to get through there.
markellis07: I agree, melee combat experienced a much-needed boost in MM7. Knights in MM6 are pretty good in the early game when your party's combat abilities are still weak but become quickly outshined once your Sorcerer (because you surely have one or two in MM6) can unleash havoc with an up-close and personal barrage of Sparks and Poison Spray. (In my last run-through of MM6, I had an archer who specialized in air magic and a sorcerer who took up fire and water magic and found that Sparks, Poison Spray, and Fire Blast trivialized many of the dungeons. The Cave of the Dragon Riders, for example, was no big deal at a somewhat early level abusing these spells.)
Yeah, next time I play MM6 I will definitely be bringing either two sorcerers or a sorcerer and archer - I've learned my lesson about the importance of combat magic. I played it most of the way through (to Hermit's Isle) some years back as K/P/C/S, and then came back to it about a year ago - either as K/P/C/S or K/K/C/S, I forget which - and replayed it to the end. Both times, my sorcerer did by far the bulk of the heavy lifting in combat. If I bring two casters, I can increase both my damage throughput and the total mana I have available for damage spells, which I expect would make the game much easier.
My knight in MM6 was mainly worthwhile for her massive hit point total - if a fight went bad, chances were good that she was still standing and could drag the rest of the party to safety. Honestly, she was worth having for that reason alone - even the paladin didn't come close to my knight in sheer tenacity - but I do wish she had been able to hit harder.
markellis07: My experience was, again, somewhat opposite of yours, as I found that the blasters in MM7 were much faster than any other method of killing, especially once everyone's skill was high enough to allow what amounted to a continuous stream of blaster beams. Haste, which was actually useful in MM7, was helpful to achieve this.
In MM6, I found that the ancient weapons, properly trained and with Haste active, could turn pretty much anything into confetti in seconds. In MM7, though, they just didn't seem as effective. At grandmaster level they still sprayed out damage with lightning speed, but with two knights dealing out 150-200+ damage per hit and with the sentry bots posing no serious threat, I just found it easier and more fun to chainsaw my way through the final stages.
markellis07: Did you make use of GM Protection from Magic? With a Cleric, you most likely did, so that may have protected you from the bulk of eradication attacks. I can't really remember how much eradication I ran into in MM7 as it has been a while since I've played it, but I do remember how useful the final upgrade to Protection from Magic was. The only problem was keeping it active, as, if I remember correctly, it would only absorb a certain number of status effects before it would dissipate.
I did, yes. Does it protect from eradication? I don't remember. That might be why it never happened to me, as I kept it up pretty much all the time. Of course, it doesn't protect against death touch.