Re-balancing wrathroot

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marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Re-balancing wrathroot

#1 Post by marvalis »

next in my series of re-balance all the bosses on the top kill list that by a strike of pure coincidence all have the freeze talent:
Wrathroot

First, let me introduce my new friend.

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    6811 kills: Bill the Stone Troll
...
    2414 kills: The Shade
...
    2188 kills: Urkis, the High Tempest
...
    2011 kills: Minotaur of the Labyrinth
...
    1590 kills: Wrathroot
Let's look at his resistances:

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	instakill_immune = 1,
No stun resistance? Let's fix that since he is a boss, after all.
stun_immune=0.6

Talents:

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	resolvers.talents{
		[Talents.T_ARMOUR_TRAINING]={base=4, every=5, max=15},
		[Talents.T_STUN]={base=2, every=6, max=6},
		[Talents.T_ICE_STORM]={base=1, every=6, max=6},
		[Talents.T_TIDAL_WAVE]={base=1, every=6, max=6},
		[Talents.T_FREEZE]={base=2, every=6, max=6},
	},
This is going to be an easy one. Remove freeze or ice storm. I'd say remove freeze but then you will say I am making the game to easy for you so instead we will:
[Talents.T_FREEZE]=1,
[Talents.T_ICE_STORM]=1,
[Talents.T_LIGHTNING]={base=2, every=6, max=6},

That is right, I suggest only to reduce the talent level of freeze and ice storm to 1. Oh and let us give him something to poke ranged classes with: lightning

Hedrachi
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Re: Re-balancing wrathroot

#2 Post by Hedrachi »

Idk, I've never had too much of a problem against Wrathie. It'd be easier for some classes if the iceblock-can-poison/burn you bug goes byebye, but even then the fight isn't too hard.
Having satellite internet is a lot like relying on the processes described in those RFC's for your internet. Except, instead of needing to worry about statues interrupting your connection, this time you worry about the weather. I have satellite internet. Fun, no?

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Re-balancing wrathroot

#3 Post by edge2054 »

I think Wrathroot should have Rush. Would make Ice Storm more interesting.

Hedrachi
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Joined: Tue May 11, 2010 8:58 pm
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Re: Re-balancing wrathroot

#4 Post by Hedrachi »

edge2054 wrote:I think Wrathroot should have Rush. Would make Ice Storm more interesting.
Don't give DG any ideas like this!
Having satellite internet is a lot like relying on the processes described in those RFC's for your internet. Except, instead of needing to worry about statues interrupting your connection, this time you worry about the weather. I have satellite internet. Fun, no?

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Re-balancing wrathroot

#5 Post by Frumple »

Maybe give that slime tree teleport instead, at a fairly high level (to mitigate the stun effect)? If the AI could be convinced to cast it after ice storm, that'd make it both somewhat thematic and a better ice-storm delivery system.

lukep
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Posts: 1712
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Location: Canada

Re: Re-balancing wrathroot

#6 Post by lukep »

marvalis wrote:next in my series of re-balance all the bosses on the top kill list that by a strike of pure coincidence all have the freeze talent:
Bill and the Minotaur do not have the Freeze talent, or any way of freezing (other than a chance for icy/elemental weapons). That makes 3/5, not "all".

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      [Talents.T_ARMOUR_TRAINING]={base=4, every=5, max=15},
Wrathroot isn't wearing heavy/massive armour, so does this even help?
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Re-balancing wrathroot

#7 Post by Zonk »

I don't think Wrathroot needs nerfing, although...I think that the whole cold-Wrathroot connection is a bit weak.
Is Wrathroot a Rimebark? Does it use cold just because it's fire-vulnerable? I think it would be interesting if it had something that felt more tree-ish, like perhaps Wild Growth....

HOWEVER that might actually make this fight horrible for melee classes. So should be passed over, although I felt like mentioning it.
Last edited by Zonk on Tue Sep 20, 2011 2:08 pm, edited 1 time in total.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Re-balancing wrathroot

#8 Post by edge2054 »

lukep wrote:
marvalis wrote:next in my series of re-balance all the bosses on the top kill list that by a strike of pure coincidence all have the freeze talent:
Bill and the Minotaur do not have the Freeze talent, or any way of freezing (other than a chance for icy/elemental weapons). That makes 3/5, not "all".

Code: Select all

      [Talents.T_ARMOUR_TRAINING]={base=4, every=5, max=15},
Wrathroot isn't wearing heavy/massive armour, so does this even help?
No but by nothing like coincidence at all lukep they're all early game bosses and they're all the bosses that have been in the game the longest (except Urkis who was rushed by many people when he dropped the RoR) ;)

Frumple
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Re: Re-balancing wrathroot

#9 Post by Frumple »

Throwing in an IRC idea for posterity: Have wrathroot summon a treant for every 20-25% hp lost. This may or may not be concurrent with other changes.

Aquillion
Spiderkin
Posts: 503
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Re: Re-balancing wrathroot

#10 Post by Aquillion »

This is silly. Marvalis, can't you make one thread to discuss freezing, rather than this many?

There's nothing wrong with Wrathroot. He's below the Minotaur, for heaven's sakes. The list you have there is pretty much a list of all the longstanding major bosses in the order most players are likely to encounter them (if anything, I'm a bit surprised Wrathroot is below the Minotaur, since I think most people tend to go to the Old Forest first.) Urkis is a bit high, but he's always been intended as a bit of a wake-up-call boss.

Giving him stun resistance "since he is a boss, after all" is absurd, too. Bosses should have their own weak points as well as their strengths. Making every monster you'd want to actually use a powerful talent on resistant or immune to it is a terrible mistake that many RPGs fall into; ToME thankfully avoids it.

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