Post by Variaz on Nov 1, 2010 19:53:55 GMT -5
So, I've beaten Quazar with a Zulgor Fighter.
Pretty fun, but things didn't go as smoothly as I expected. While she didn't lack attack power, and she was using a two-handed weapon instead of a shield, overall, I felt like she was taking more damages than she should have.
Perhaps the most annoying thing were the summon spells. With the new system, being surrounded is much worse than it used to, and since summon spells summons monsters(more powerful than they used to be) around you, summoners can quickly kill you without any chances of retaliation. What bugs me is that there isn't any counters to it. You cannot run away since they are surrounding you. You cannot resist them since they don't directly hit you. Overall, there is little you can do about this, and this got a bit frustrating.
"Hi! I'm Dragon Caller, and you are now surrounded by two CR2 young dragons. Welcome to Limbo!"
Another thing is the overall damages taken. Despite not having a shield, it was too high. Before I got a couple of Constitution boosting items AND a Mithril Plate Mail from the rare items shop, I could take quite a bit of damages fighting a hound. ONE hound. Let's not talk about surround. And the hound is a depth 20 enemy, while the Mithril Plate is depth 55. It should NOT take a depth 55 item to survive a depth 20 monster.
Monster skills currently grows slightly faster than their main stats, and they also receive (level)% bonus to their stats and skills. I think that it needs to be toned down. Skills growth should be back to the same rate as their stats, and the level bonus should be toned down, at least for CR1 enemies.
So, for the next alpha release, some changes will be done to make life a bit easier:
- Summon spells of enemies will summon creatures around them, and not around you. This makes them on par with your own summon spells, and make them MUCH less deadly than they are right now. I might also give them a "summoning sickness" in the form of a 1 turn paralysis to prevent them from acting the same turn they are summoned.
- Enemy skill growth will be lowered to the same amount as stats, and level bonus will either be nerfed or completely removed for CR1 enemies. This will result in lower chance to hit you, and your AC and Magic Defense will be more effective for mitigating their damages.
- Also, Gando is right about early casters being too powerful. Some early game casting enemies will have their spells toned down a bit.
These changes should make life easier, at least for fighting the regular enemies.
Pretty fun, but things didn't go as smoothly as I expected. While she didn't lack attack power, and she was using a two-handed weapon instead of a shield, overall, I felt like she was taking more damages than she should have.
Perhaps the most annoying thing were the summon spells. With the new system, being surrounded is much worse than it used to, and since summon spells summons monsters(more powerful than they used to be) around you, summoners can quickly kill you without any chances of retaliation. What bugs me is that there isn't any counters to it. You cannot run away since they are surrounding you. You cannot resist them since they don't directly hit you. Overall, there is little you can do about this, and this got a bit frustrating.
"Hi! I'm Dragon Caller, and you are now surrounded by two CR2 young dragons. Welcome to Limbo!"
Another thing is the overall damages taken. Despite not having a shield, it was too high. Before I got a couple of Constitution boosting items AND a Mithril Plate Mail from the rare items shop, I could take quite a bit of damages fighting a hound. ONE hound. Let's not talk about surround. And the hound is a depth 20 enemy, while the Mithril Plate is depth 55. It should NOT take a depth 55 item to survive a depth 20 monster.
Monster skills currently grows slightly faster than their main stats, and they also receive (level)% bonus to their stats and skills. I think that it needs to be toned down. Skills growth should be back to the same rate as their stats, and the level bonus should be toned down, at least for CR1 enemies.
So, for the next alpha release, some changes will be done to make life a bit easier:
- Summon spells of enemies will summon creatures around them, and not around you. This makes them on par with your own summon spells, and make them MUCH less deadly than they are right now. I might also give them a "summoning sickness" in the form of a 1 turn paralysis to prevent them from acting the same turn they are summoned.
- Enemy skill growth will be lowered to the same amount as stats, and level bonus will either be nerfed or completely removed for CR1 enemies. This will result in lower chance to hit you, and your AC and Magic Defense will be more effective for mitigating their damages.
- Also, Gando is right about early casters being too powerful. Some early game casting enemies will have their spells toned down a bit.
These changes should make life easier, at least for fighting the regular enemies.