Balance for random uniques
Posted: Tue Jun 28, 2011 9:46 am
Restrictions on random unique enemies would make them much more internally consistent, and able to use all of their talents. My suggestions:
-Restrict classes based on weapon type used (including the base monster)
This would prevent combinations like berserker/archer from wasting half of their skillset, or a brawler combination not being able to use those skills at all. Also applies to base monsters without the appropriate slots (eg. ant arcane blade) or using weapons by default (eg. minotaur archer).
-Magic/antimagic restriction
They shouldn't be able to have antimagic and use magic at the same time. Seen on a unique orc mage hunter.
-Prevent redundant talents from different classes
eg. Corrupted Strength and Dual Weapon Training to help prevent unintended behaviour later on.
-Limit the skill level of various skills
The worst one that seems to be working as intended (IMO, that I've seen so far) is Summon Spider, which attacks for about (0.16 * summoner willpower * raw talent * effective talent) nature damage over 5 turns. At level 15 (15 points at 1.00 mastery) and 90 willpower, it is over 3000 damage from a summon in a single attack. Other summons are not as bad. Unnatural body also adds 3% resist all per level, potentially leading to high values. Some (but not all) could be fixed by my idea from an older post of limiting talents to 5 points, with unrestricted mastery, making it more similar to the player.
-restrict some of the base creatures
It isn't very thematic to be fighting a random unique "thalore" or "human" in High peak, and some others, like oozes and headless horrors can be buggy or difficult to fight at all. Restrictions should not be against powerful base monsters like radiant horrors or forge giants, instead targeting ones that are different from the norm (and perhaps those without weapon slots as well).
-Restrict classes based on weapon type used (including the base monster)
This would prevent combinations like berserker/archer from wasting half of their skillset, or a brawler combination not being able to use those skills at all. Also applies to base monsters without the appropriate slots (eg. ant arcane blade) or using weapons by default (eg. minotaur archer).
-Magic/antimagic restriction
They shouldn't be able to have antimagic and use magic at the same time. Seen on a unique orc mage hunter.
-Prevent redundant talents from different classes
eg. Corrupted Strength and Dual Weapon Training to help prevent unintended behaviour later on.
-Limit the skill level of various skills
The worst one that seems to be working as intended (IMO, that I've seen so far) is Summon Spider, which attacks for about (0.16 * summoner willpower * raw talent * effective talent) nature damage over 5 turns. At level 15 (15 points at 1.00 mastery) and 90 willpower, it is over 3000 damage from a summon in a single attack. Other summons are not as bad. Unnatural body also adds 3% resist all per level, potentially leading to high values. Some (but not all) could be fixed by my idea from an older post of limiting talents to 5 points, with unrestricted mastery, making it more similar to the player.
-restrict some of the base creatures
It isn't very thematic to be fighting a random unique "thalore" or "human" in High peak, and some others, like oozes and headless horrors can be buggy or difficult to fight at all. Restrictions should not be against powerful base monsters like radiant horrors or forge giants, instead targeting ones that are different from the norm (and perhaps those without weapon slots as well).