Taking a Look At Backup Guardians
Posted: Sun Jan 12, 2014 2:27 am
So recently while playing the game through the Backup Guardians again, I was sort of noticing that the difficulty between them all is a little lopsided and sort of lacklustre for the rewarding experience they all give. Some are just overly easy to fight while a few are hell incarnate. It might also be interesting if we relooked a bit about how those backup guardians came to work. Note that this discussion includes The Abomination from the Dwarven Starter Dungeons but I haven't actually played against that one so I'll leave that to discussion by others.
Here's some thoughts, first on those I think that are fine more or less:
Aluin, the Cursed Sun Paladin - Possibly the deadliest of the Backup Guardians, Aluin's ability to close the gap and harass your character heavily with his array of talents. Might be perhaps overwhelming even for fairly prepared players; I know he gave me a little trouble. Personally though I think this Backup Guardian is fine as is and nothing should change regarding him - one tough one in the lot isn't a bad thing.
Kor's Fury, Vengeful Shade - Kor's Fury provides a lot of debuffs and mixes them with some offensive spells. Potentially deadly if you neglected your spell save, extremely annoying if you didn't. Fairly adequate for a Boss, he can cause some real pain to the unprepared while prepared players can take him well enough; no change is probably warranted.
Massok, Scarred Warrior - Massok comes off as the best Backup Guardian to keep within Melee Range, and the most surprising in the wallop he can pack with Massive Blow. Players caught off guard will probably witness a nasty death, I know I was promptly concerned when he did 80% of my health in one swing. More or less if players are careful though they shouldn't have too much trouble.
For the first listed three Guardians there really isn't much issue with them providing some sort of challenge - they aren't just nice experience snackbites to eat. Problem is that they are the odd Guardians out that prove a justifiable challenge to kill.
Continuing on with some thoughts on some of the others; starting with the spellcasters:
Spellblaze Simulacrum, Crystalline Entity - Ridiculously easy, the Spellblaze Simulacrum lacks in killing power and probably isn't helping itself using Phase Door 1 in most cases; let alone being seemingly immobile. This boss could probably use a little bit of a rework on talents and approach to killing players as right now he's just tasty experience.
Pale Drake, Skeletal Archmage - Not as horribly incapable as the Spellblaze Simulacrum, Pale Drake has some decent talents; especially worthy of alarm if you haven't built up any fire resistance for his fire attacks. However, his overuse of Phase Door can really hinder his ability to hamper his damage output on the player and make it a lot easier to fight him.
Personally I don't think having a couple full on spellcaster Backup Guardians is a bad idea, but their defense mechanisms really don't help make them all that frightening. In Pale Drake's case I might suggest removing the Phase Door from Runes and his spell list or changing it to Phase Door 4/Controlled Phase Door Rune, and change it so that he has a more 'stand, fight, and chase' approach to combat. Maybe have it so defensively he pulls for Damage Shields to keep fighting, and comes with a knockback ability. Spellblaze Simulacrum I think just needs a total redesign.
There is also of course some thoughts to be had about those enemies which are specific to something important:
Lithfengel, Quest Advancement Enemy (No link in Wiki for Him to refer to) - Kind of laughably easy to be honest. I would support this enemy getting a slight boost in power so he can feel like more of a threat. As he is now he's just something to roll over and take experience from before going back to Tannen. I wouldn't support him getting buffed to Aluin's level since you sort of need to kill him to make the Farportal, but I expect some sort of challenge so he might actually be somewhat threatening if a player wasn't careful with him.
Corrupted Sandworm, Worm Bile holder - Again, laughably easy. This backup guardian also gets the 'most annoying to find' tacked on him as well since with the alternate dungeon he could be a vast difference away from the entrance. Much like Lithfengel he's a pushover and just something to roll over and take experience with the Worm Bile from. I actually would support its difficulty being pushed up to Aluin's level due to how valuable a reward it is to kill him, though just making him stand out a bit more in difficulty would be an improvement. Only thing to note is that it looks like he has Swallow - that might be something to remove if it does what I think it does...
Won't comment too much on how to improve these ones as I'm not entirely sure what their attack strategy is suppose to be for them. Maybe someone else has some ideas.
Finally there is the last two Backup Guardians of note:
Snaproot, Scorched Treant - Lots of hitpoints but not a whole lot else is really noticeable when fighting this Treant. You meet him and either plow through him, or you whittle him down until he dies. One of the few Guardians which you can pound with status ailments like it is no one's business to great effect since he'll survival so long that you'll see them hit him somewhat (just no Stuns). He's really too much of a marshmellow in combat - just soaking up a lot of damage and then keeling over.
Nimisil, Luminescent Spider - I assume that this is suppose to be an Anorithil type boss? Nimisil comes off as really weak regardless, failing to do a whole lot of damage or causing any sort of concern. Maybe a few abilities like Mind Blast or some of the Glyphs or Circles from the Anorithil Tree should make a showing.
Not sure what Snaproots goal is life is suppose to be, but perhaps it is suppose to be that he is durable? Maybe he should get more healing effects so that he takes forever to kill (or perhaps is not killable?). Nimisil just lacks in capability to really do much and really just needs improved capability to either throw the character off balance or do damage. If it gets either of those then it becomes more of a threat.
In any case I think the majority of the Backup Guardians could use a bit of improvement so that the risk for killing them sort of meets up with the reward for facing them.
Here's some thoughts, first on those I think that are fine more or less:
Aluin, the Cursed Sun Paladin - Possibly the deadliest of the Backup Guardians, Aluin's ability to close the gap and harass your character heavily with his array of talents. Might be perhaps overwhelming even for fairly prepared players; I know he gave me a little trouble. Personally though I think this Backup Guardian is fine as is and nothing should change regarding him - one tough one in the lot isn't a bad thing.
Kor's Fury, Vengeful Shade - Kor's Fury provides a lot of debuffs and mixes them with some offensive spells. Potentially deadly if you neglected your spell save, extremely annoying if you didn't. Fairly adequate for a Boss, he can cause some real pain to the unprepared while prepared players can take him well enough; no change is probably warranted.
Massok, Scarred Warrior - Massok comes off as the best Backup Guardian to keep within Melee Range, and the most surprising in the wallop he can pack with Massive Blow. Players caught off guard will probably witness a nasty death, I know I was promptly concerned when he did 80% of my health in one swing. More or less if players are careful though they shouldn't have too much trouble.
For the first listed three Guardians there really isn't much issue with them providing some sort of challenge - they aren't just nice experience snackbites to eat. Problem is that they are the odd Guardians out that prove a justifiable challenge to kill.
Continuing on with some thoughts on some of the others; starting with the spellcasters:
Spellblaze Simulacrum, Crystalline Entity - Ridiculously easy, the Spellblaze Simulacrum lacks in killing power and probably isn't helping itself using Phase Door 1 in most cases; let alone being seemingly immobile. This boss could probably use a little bit of a rework on talents and approach to killing players as right now he's just tasty experience.
Pale Drake, Skeletal Archmage - Not as horribly incapable as the Spellblaze Simulacrum, Pale Drake has some decent talents; especially worthy of alarm if you haven't built up any fire resistance for his fire attacks. However, his overuse of Phase Door can really hinder his ability to hamper his damage output on the player and make it a lot easier to fight him.
Personally I don't think having a couple full on spellcaster Backup Guardians is a bad idea, but their defense mechanisms really don't help make them all that frightening. In Pale Drake's case I might suggest removing the Phase Door from Runes and his spell list or changing it to Phase Door 4/Controlled Phase Door Rune, and change it so that he has a more 'stand, fight, and chase' approach to combat. Maybe have it so defensively he pulls for Damage Shields to keep fighting, and comes with a knockback ability. Spellblaze Simulacrum I think just needs a total redesign.
There is also of course some thoughts to be had about those enemies which are specific to something important:
Lithfengel, Quest Advancement Enemy (No link in Wiki for Him to refer to) - Kind of laughably easy to be honest. I would support this enemy getting a slight boost in power so he can feel like more of a threat. As he is now he's just something to roll over and take experience from before going back to Tannen. I wouldn't support him getting buffed to Aluin's level since you sort of need to kill him to make the Farportal, but I expect some sort of challenge so he might actually be somewhat threatening if a player wasn't careful with him.
Corrupted Sandworm, Worm Bile holder - Again, laughably easy. This backup guardian also gets the 'most annoying to find' tacked on him as well since with the alternate dungeon he could be a vast difference away from the entrance. Much like Lithfengel he's a pushover and just something to roll over and take experience with the Worm Bile from. I actually would support its difficulty being pushed up to Aluin's level due to how valuable a reward it is to kill him, though just making him stand out a bit more in difficulty would be an improvement. Only thing to note is that it looks like he has Swallow - that might be something to remove if it does what I think it does...
Won't comment too much on how to improve these ones as I'm not entirely sure what their attack strategy is suppose to be for them. Maybe someone else has some ideas.
Finally there is the last two Backup Guardians of note:
Snaproot, Scorched Treant - Lots of hitpoints but not a whole lot else is really noticeable when fighting this Treant. You meet him and either plow through him, or you whittle him down until he dies. One of the few Guardians which you can pound with status ailments like it is no one's business to great effect since he'll survival so long that you'll see them hit him somewhat (just no Stuns). He's really too much of a marshmellow in combat - just soaking up a lot of damage and then keeling over.
Nimisil, Luminescent Spider - I assume that this is suppose to be an Anorithil type boss? Nimisil comes off as really weak regardless, failing to do a whole lot of damage or causing any sort of concern. Maybe a few abilities like Mind Blast or some of the Glyphs or Circles from the Anorithil Tree should make a showing.
Not sure what Snaproots goal is life is suppose to be, but perhaps it is suppose to be that he is durable? Maybe he should get more healing effects so that he takes forever to kill (or perhaps is not killable?). Nimisil just lacks in capability to really do much and really just needs improved capability to either throw the character off balance or do damage. If it gets either of those then it becomes more of a threat.
In any case I think the majority of the Backup Guardians could use a bit of improvement so that the risk for killing them sort of meets up with the reward for facing them.