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Monster Balance Thread

7 replies [Last post]
Sun, 01/20/2013 - 14:30
#6251
Dmatter's picture
Dmatter
Or you could have them focus

Or you could have them focus on what they are GOOD at and be balanced,not virtually the same and balanced, just saying balanced means different but equel not same and equel. Example, Beasts are power mongers, and jellys are defense tanks.

Sun, 01/20/2013 - 16:50
#6252
Likal's picture
Likal
Stuff

I had posted a bunch of similar stuff in another thread, but that one quickly went off the rails, so I'mma copy-paste is all here.

-I've heard stories that Wolvers used to have better tracking when attacking, bringing that back would be a good start. Chromalisks should spawn cloaked, cloak more readily, and maybe have a slightly longer attack range (but still attack from close-up).
-Slimes could have their elemental identities strengthened. Self-igniting Oilers, Toxigels that spew poison gas (or leave poison blobs like in Compound 24), that kinda thing. Low-level Lichen colonies could stand to be more interesting, too. Maybe if they got a speed boost the smaller they are.
-Retrodes rays could explode a little faster, and Skuttlebot attack area could stand to be larger (and maybe be a true cone, rather than a bunch of bullets). Although I do think that enemy Mecha Knights need a longer wind-up time on their generic sword swipes, but the random self-shocking can go away. (And if I never see a Rocket Puppy ever again, I wouldn't shed a single tear.)
-Gremlins are mostly fine, although the little ones could stand some kind of buff and the Flamethrowers' flame trails should chase players rather than being random. (Same for Flame Puppies.)
-Mewkats are fine as-is, but Zombies should get the same knight-tracking buff as Wolvers for their leap and breath attack. As for Phantoms, see my previous comment on Mecha Knight attack speed.
-Fiends need no help. Devilites should be nerfed if you ask me, but that's another topic.

Sun, 01/20/2013 - 17:08
#6253
Shotjeer's picture
Shotjeer
u posted that on my thread!

T3 trojans I find personnally wayyyy too easy to kill, even when soloing. I said this in my thread as well. Trojans should have more health, faster recovery time from sword slams, and a weak barrier protecting their back for a few hits, then it breaks, and it will regrow after like 6 seconds. Mortafires need a melee attack, and I agree that scorchers should have shadow fire grenades, basically demo bombs but leave a bit of shadow fire behind, which fades a bit slower than oil does.

Sun, 01/20/2013 - 17:15
#6254
Canine-Vladmir's picture
Canine-Vladmir
LOL i find this funny

...blue ice fire...
:}
I like how fiends are right now. they almost want you to rage quit.

Sun, 01/20/2013 - 22:29
#6255
Thinslayer's picture
Thinslayer
I'm Thinslayer, and I approve this message.

@Dmatter: I'm just looking to balance existing units. I agree with you, but such a revamped balance is incredibly different and difficult, and is not the purpose of this thread.

@Likal: I was around when they nerfed the Wolvers. They were a nightmare to fight; you couldn't get close to them, and you couldn't shoot them then any more than you could now. Alpha Wolvers were worse; their triple bites were long-ranged, powerful, and never missed. They seriously needed that nerf. Now they need a slight buff, but certainly not to their former level.

Yeah, retrode beams could stand to fire off faster, as they're presently a cinch to evade. Scuttlebot attacks need not be a true cone, as you're not exactly going to be avoiding their fire by standing in between their shots. Mecha knights are kinda awesome and challenging as is, and I like their self-shocking quirk; it adds character to them.

I agree about the knockers and scorchers. See, the knockers are weaker than scuttlebots because they're not large enough to plausibly box in players, and they can't launch a spread attack that is tougher to avoid. Knockers are small enough to just walk around, and their attack is readily sidestepped. To make them deadlier, I think their special explosion attack should become their main attack, without the self-infliction, of course.

Zombies need to change the conditions a bit under which they make the leap attack, but they otherwise hold their own rather well. That's the problem, actually - they are too balanced, and make most of the other undead types redundant. If they are spammed, they pose a challenging fight for swordsmen, gunners, and bombers alike. Maybe that's the intent, but I don't care for it that much.

@Shotjeer: Trojans are fine. You're just good at killing them, like I am. Their challenge arises when there's more than one. But buffing Mortafires by giving them melee attacks?! Do you have a death wish or something? Not for being killed by Mortafires, but by the legions of frustrated players who just can't hit the darn things in their backs. I just gotta ask...have you fought them often? Like, in OCH?

@Canine-Vladmir: I got the idea from Zelda Ocarina of Time. If you've played it, you'll know what I'm talking about. If not, look up the game's "Ice Cavern."

Mon, 01/21/2013 - 02:15
#6256
Zeddy's picture
Zeddy

"I just had a wicked thought: if the zombie swipe attack was replaced by an attack that lets them latch onto and bite the player, that would add a serious scare factor to them."

This attack exists already, but it happens the a zombie jumps onto the player. The jump is not very hard to avoid anymore, so not many see it. Try wearing full ancient plate sometime!

Mon, 01/21/2013 - 15:02
#6257
Thinslayer's picture
Thinslayer
@Zeddy

I am aware that the jump attack can rarely let the zombie latch onto the player. I am also aware that it is not very hard to avoid anymore; I've kinda gotten good at it, and can even use it to my advantage. That's why I recommended that it also be added to the swipe attack.

Oh, and I love Ancient Plate. :D

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