Watching the Guero walkthrough, I agree that ogre is too easy to kill. No wall to stop them, door open easily, so the players don't even try to figure out what the warnings means, and the oger's specific warnings are read too late, becoming meaningless. In the same way, the powerful spells added to LG2 make all too easy. For a new release, I think that some modifications has to be made:Dr DIsaster says:
While fighting and killing the Crab is possible it takes a very long time. Some players might even give up on it thinking it's unkillable which is basically good. For some strange reason the Ogre there is - compared to the crab - rather low on life and can be killed quite easily .. twice, so he's in fact a 1500 easy XP goodie. I'd beef him to at least the same level as that crab to discourage players. BTW: when the ogre is left alive he just vanishes without a trace on dungeon completion. Therefore i'd take those 1500 XP anytime.
One more observation on the Hermitage garden: using the Arcane spells it is very VERY easy to abuse the air elementals spawned there, each being worth 400 XP. You might want to change that to discourage abuse.
_ put an invisible wall in front of the oger so it can't be killed from outside and swithching off this wall as soon as the party pass through the door
_ more XP for the crab
_ some change for the elementals, but I don't know what for the moment because I don't remenber what the Arcane spell do.
_ more XP for the monsters in the dungeon itself, also too easy to kill.