Drakes and Resistances
Posted: Wed Dec 24, 2014 5:38 pm
I personally find hatchlings' and similar low-level wyrms' resistances incredibly annoying. A Fire Drake Hatchling poses basically no threat, even in groups, to a lot of my characters, but if I'm going with a fire-heavy build they become annoying. Even if I'm a Wyrmic and got Fire Breath first, suddenly my crowd-clearer is less useful than throwing a heavy rock at them.
What I think would work better is if Drakes had resistances scale with age. So Hatchlings might only have 50%-very tough against their element, but you can kill them with it. Then as they get older, add more resistances-a fully grown Drake might have 85% or 90%, a Wyrm could have 100%, and Elder or Overpowered Wyrms could have 100% resistance and affinity for their element.
Obviously scaling should be different for Prismatic Drakes, but I actually think this system could work for Sand Drakes. Giving them the full Physical resistance would be tough early on for physical characters, and become downright Demonic Spiders later on, but by the time you're encountering Physical immune Drakes, you should have enough resources to have some way around them. Perhaps a Crystal weapon, or a weaker sword with a bunch of +elemental damage and procs, or a Movement Infusion to run past them.
What I think would work better is if Drakes had resistances scale with age. So Hatchlings might only have 50%-very tough against their element, but you can kill them with it. Then as they get older, add more resistances-a fully grown Drake might have 85% or 90%, a Wyrm could have 100%, and Elder or Overpowered Wyrms could have 100% resistance and affinity for their element.
Obviously scaling should be different for Prismatic Drakes, but I actually think this system could work for Sand Drakes. Giving them the full Physical resistance would be tough early on for physical characters, and become downright Demonic Spiders later on, but by the time you're encountering Physical immune Drakes, you should have enough resources to have some way around them. Perhaps a Crystal weapon, or a weaker sword with a bunch of +elemental damage and procs, or a Movement Infusion to run past them.