Nerf ghosts/give skills to a new ghost mob
Posted: Sat Sep 24, 2011 8:18 pm
Third (and hopefully last, for a while) in the list of things that really bug me: I regularly lose characters to Dreadmasters simply because I have no idea how to handle them apart from stair-dancing. They have some of the most debilitating abilities in the game, each frightening enough to be the centerpiece of an individual enemy:
-High defense, which makes them almost impossible to hit without some sort of +accuracy artifact or talent.
-Perma-stealth, which makes the former even worse and seems to be much more powerful than any other mob's stealth.
-Summon Dreads, which just compounds the problems with the above.
-Silence and Disperse Magic are obviously designed to shut down Archmages. Two problems with this: alone, each is powerful enough to be a serious issue; the latter is only moderately useful against timed skills, but anyone who uses even a few sustains (which are often integral to a class/playstyle, and not simply bonuses) simply gets torn apart.
-Mind Disruption and Burning Hex are just plain annoying, and make everything worse.
-Phase Door, which makes any sort of focused damage strategy impossible
I don't mind challenge, really. I just don't like that having one or two Dreadmasters on a level changes it from fun to nightmare/you'd-better-exploit-mechanics mode. The banshees/ruin banshees are somewhat problematic in the same regard, but you rarely encounter 2+ simultaneously, nor do they summon more dodgy jerkwads for you to flail helplessly against. Giving some of these effects to a new "Spirit" mob would really help balance Dreadmasters and make ghosts more interesting:
Dreads
-lose permanent stealth, burning hex
Dreadmasters
-lose permanent stealth, silence, burning hex
-retain blur sight, disperse magic and summon
-IMO, Disperse Magic really does need to check against resistances/saves, though DarkGod disagrees. It's not a very powerful effect for the player to use offensively, but when you encounter 2+ mobs with Disperse Magic, and it's guaranteed to hit and remove 3+ effects, it is very, very powerful. It also tends to shut down sustains that exist simply to make certain hybrids feasible (Temporal Warden and Arcane Blade come to mind).
Spirit
-permanent stealth, mind disruption, phase door
Banshee
-lose permanent stealth, mind disruption
-gain burning hex
Ruin Banshee
-lose permanent stealth, mind disruption
I may have forgotten to address some skills. There could certainly be some more new ghost mobs (unsummoned Shadows, Animated Swords/Maces/Axes, etc.), but I wanted to address where the Dreadmaster's skills would go with the Spirit. These changes should also allow ghost mobs to be more widely encountered, and less of a rare-yet-dire circumstance.
-High defense, which makes them almost impossible to hit without some sort of +accuracy artifact or talent.
-Perma-stealth, which makes the former even worse and seems to be much more powerful than any other mob's stealth.
-Summon Dreads, which just compounds the problems with the above.
-Silence and Disperse Magic are obviously designed to shut down Archmages. Two problems with this: alone, each is powerful enough to be a serious issue; the latter is only moderately useful against timed skills, but anyone who uses even a few sustains (which are often integral to a class/playstyle, and not simply bonuses) simply gets torn apart.
-Mind Disruption and Burning Hex are just plain annoying, and make everything worse.
-Phase Door, which makes any sort of focused damage strategy impossible
I don't mind challenge, really. I just don't like that having one or two Dreadmasters on a level changes it from fun to nightmare/you'd-better-exploit-mechanics mode. The banshees/ruin banshees are somewhat problematic in the same regard, but you rarely encounter 2+ simultaneously, nor do they summon more dodgy jerkwads for you to flail helplessly against. Giving some of these effects to a new "Spirit" mob would really help balance Dreadmasters and make ghosts more interesting:
Dreads
-lose permanent stealth, burning hex
Dreadmasters
-lose permanent stealth, silence, burning hex
-retain blur sight, disperse magic and summon
-IMO, Disperse Magic really does need to check against resistances/saves, though DarkGod disagrees. It's not a very powerful effect for the player to use offensively, but when you encounter 2+ mobs with Disperse Magic, and it's guaranteed to hit and remove 3+ effects, it is very, very powerful. It also tends to shut down sustains that exist simply to make certain hybrids feasible (Temporal Warden and Arcane Blade come to mind).
Spirit
-permanent stealth, mind disruption, phase door
Banshee
-lose permanent stealth, mind disruption
-gain burning hex
Ruin Banshee
-lose permanent stealth, mind disruption
I may have forgotten to address some skills. There could certainly be some more new ghost mobs (unsummoned Shadows, Animated Swords/Maces/Axes, etc.), but I wanted to address where the Dreadmaster's skills would go with the Spirit. These changes should also allow ghost mobs to be more widely encountered, and less of a rare-yet-dire circumstance.