Overpowered random enemies

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The Revanchist
Uruivellas
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Joined: Sun Nov 03, 2013 12:14 am

Re: Overpowered random enemies

#76 Post by The Revanchist »

Doctornull wrote:Anything else that ought to be on the Torque?
Psychoportation! :)

Why a mindblast torque, though? Just for a decent direct-damage dealing early-game source?

Thomas
Higher
Posts: 57
Joined: Thu Jan 09, 2014 3:50 am

Re: Overpowered random enemies

#77 Post by Thomas »

The Revanchist wrote:
Doctornull wrote:Anything else that ought to be on the Torque?
Psychoportation! :)

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Best item in the game :D
tomisgo

grobblewobble
Archmage
Posts: 336
Joined: Tue Jan 28, 2014 4:39 pm

Re: Overpowered random enemies

#78 Post by grobblewobble »

So, if I understand this correctly, the problem is that monster talents are too imbalanced? If that is the case, maybe it would be best to list the most problematic monster talents so that they may be fixed?

Plak
Higher
Posts: 49
Joined: Wed Jan 29, 2014 10:32 am

Re: Overpowered random enemies

#79 Post by Plak »

It's not just about a few rares being too strong, but also the rest of them being comparatively weak and non-rare enemies posing not posing much of a threat, at least on Nightmare. I think the game is balanced well enough on Normal, but the difficulty scaling could benefit from being tweaked. Off the top of my head, solipsist, archer, doomed, summoner and necromancer need to be looked at. Call Shadows (and probably summoning in general) must have some bad interactions with the difficulty scaling mechanics, because there is no reason for shadows to get such a ridiculous boost in power. This alone makes The Withering Thing so much more dangerous than any other t1 boss, and why you should stay away from the heart of the gloom until way later. The ritch queen's blight spit needs a nerf, fighting her is silly more than rewardingly difficult. The Worm That Walks is overpowered even for a horror, but I don't really have an issue with the game having one easily recognizable OH S*%T TELEPORT TELEPORT rare monster species.


Unless I'm missing something obvious, most undead melee characters are outright unviable on higher difficulties due to simply not being able to get out of the starting dungeon. Adventurer parties on Nightmare is a game of one mouse and many cats that you can't prepare for, and if you're playing a Ghoul you must accept even more unavoidable deaths until you can find some +mov speed equipment.

bpat
Uruivellas
Posts: 787
Joined: Sun May 19, 2013 1:58 am

Re: Overpowered random enemies

#80 Post by bpat »

The Revanchist wrote:
Doctornull wrote:Anything else that ought to be on the Torque?
Psychoportation! :)

Why a mindblast torque, though? Just for a decent direct-damage dealing early-game source?
Exactly, I love the ability to have armor-ignoring ranged damage. I reroll my Nightmare and Insane melee characters if I don't find one in Zigur.
Plak wrote:It's not just about a few rares being too strong, but also the rest of them being comparatively weak and non-rare enemies posing not posing much of a threat, at least on Nightmare. I think the game is balanced well enough on Normal, but the difficulty scaling could benefit from being tweaked. Off the top of my head, solipsist, archer, doomed, summoner and necromancer need to be looked at. Call Shadows (and probably summoning in general) must have some bad interactions with the difficulty scaling mechanics, because there is no reason for shadows to get such a ridiculous boost in power. This alone makes The Withering Thing so much more dangerous than any other t1 boss, and why you should stay away from the heart of the gloom until way later. The ritch queen's blight spit needs a nerf, fighting her is silly more than rewardingly difficult. The Worm That Walks is overpowered even for a horror, but I don't really have an issue with the game having one easily recognizable OH S*%T TELEPORT TELEPORT rare monster species.


Unless I'm missing something obvious, most undead melee characters are outright unviable on higher difficulties due to simply not being able to get out of the starting dungeon. Adventurer parties on Nightmare is a game of one mouse and many cats that you can't prepare for, and if you're playing a Ghoul you must accept even more unavoidable deaths until you can find some +mov speed equipment.
I completely agree with this. The Undead and Yeek starts are both atrocious and in need of serious reworks. It's important to recognize that rares should be a relative challenge, but they shouldn't have such awkward balance with a few classes of rares being way better than the rest.
My wiki page, which contains a guide and resource compilation and class tier list.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Overpowered random enemies

#81 Post by HousePet »

Cap the number of extra talent levels that can be granted by the difficulty modifier.
Rares start with more talents at base and then get more free talent levels (than a regular creature) at the moment.
My feedback meter decays into coding. Give me feedback and I make mods.

bpat
Uruivellas
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Joined: Sun May 19, 2013 1:58 am

Re: Overpowered random enemies

#82 Post by bpat »

HousePet wrote:Cap the number of extra talent levels that can be granted by the difficulty modifier.
Rares start with more talents at base and then get more free talent levels (than a regular creature) at the moment.
Similarly, have the talent level multiplier not apply to summoned enemies (level 60 Shadow Blindsides are a little silly).
My wiki page, which contains a guide and resource compilation and class tier list.

Theyleon
Thalore
Posts: 152
Joined: Fri Mar 15, 2013 9:58 am

Re: Overpowered random enemies

#83 Post by Theyleon »

bpat wrote:
HousePet wrote:Cap the number of extra talent levels that can be granted by the difficulty modifier.
Rares start with more talents at base and then get more free talent levels (than a regular creature) at the moment.
Similarly, have the talent level multiplier not apply to summoned enemies (level 60 Shadow Blindsides are a little silly).
Are summons double-dipping on the multiplier at present?

HousePet
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Re: Overpowered random enemies

#84 Post by HousePet »

That could be possible. Needs to be checked.
My feedback meter decays into coding. Give me feedback and I make mods.

ZyZ
Thalore
Posts: 141
Joined: Wed Jan 08, 2014 4:56 pm

Re: Overpowered random enemies

#85 Post by ZyZ »

Place: Random ambush
Opponent: Elhen the shalore, lv 97 elite solipsist

Tactical plan: Im going to use greater weapon focus and toss hammer then immediately hide behind tree. With my global speed max 2 turns in Elhen sight. I will activate all instant cast defence just to make sure that elhen though form wont kill me with charge :P

Image

ok Im good Lets start !

Image

One word

WTF!? :D

I am a grown man but this mindrape made me cry ;)

bpat
Uruivellas
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Re: Overpowered random enemies

#86 Post by bpat »

ZyZ that was on Insane, right? I avoid ambushes on Insane whenever I can unless I have Bone Shield or Unstoppable or I'm farming Zigur patrols from levels 1-5. Solipsist enemies do need a bit of a nerf though considering how strong Mind Sear and Thought-Forms are and that Solipsists are really tanky.
My wiki page, which contains a guide and resource compilation and class tier list.

The Revanchist
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Re: Overpowered random enemies

#87 Post by The Revanchist »

1538 damage in one attack?

I realize the game is supposed to be... Insane.

But driving the player that insane is bad business. :)

bpat
Uruivellas
Posts: 787
Joined: Sun May 19, 2013 1:58 am

Re: Overpowered random enemies

#88 Post by bpat »

Elandar can hit for over 3000 in a turn (about 1200 on a non-crit with 300% global speed). Although Insane is supposed to be hard, I wouldn't mind seeing Insane damage toned down a bit so classes without Unstoppable, Bone Shield, Damage Smearing, and Aegis would be playable.
My wiki page, which contains a guide and resource compilation and class tier list.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Overpowered random enemies

#89 Post by HousePet »

Seeing the stats on that enemy would be helpful. :x
My feedback meter decays into coding. Give me feedback and I make mods.

ZyZ
Thalore
Posts: 141
Joined: Wed Jan 08, 2014 4:56 pm

Re: Overpowered random enemies

#90 Post by ZyZ »

HousePet wrote:Seeing the stats on that enemy would be helpful. :x
That would cost me another life lol

By the way what difference it would make ? You cant block mind damage (well i could block ! but i dont carry +mind res shield with me :P ) and this guy eat my whole psi + 400 hp + 800 heroism hp with spammable mind sear despite forge shield, close to max 'all' resists and maxed solipsim. Obviously he had great mind penetration and super high crit multiplier but this info doesnt help me at all. I already invested in dex and you cant use treants to block beams. It wasn't random autoexplore death. I was buffed and this guy still one shoot me.

There is simply no way tank those guys. You have to play specific classes that ignore dmg or be perma invis / stealth / out of los. Summoners were close to top on my "most dangerous" list till i notice they are completely harmless when you dance around them at range 6+. Hammer toss has range 11 so i could definitely dance around solipsist at range 10-11 ! but this leads us to nowhere. We are supposed to improve our characters not exploiting (bad) AI

Scripted zones and bosses are fine. For example elite high cryomancers do very high dmg but there is a way to tank them if you have right items. When you visit temple of creation you can turn all those 200+ poison / turn debuffs into healing with nature gifts, many very strong melee bosses have low spell and very low mind resistances etc.

Ambush / farportal / high peak / dark crypt random enemies are quite often simply broken. They push one button and you die. It doesnt matter what you do. Sometimes they do not even push buttons :) They let random shadow blindside you for 2k dmg :D

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