Making Mobs More Distinct
Posted: Fri Apr 11, 2014 11:11 am
One thing that I really enjoy when playing Tome is finding one of the 'stand out' mobs that cause you to change up your strategy, such as Umbral Horrors, Liches, Wyrms. Not necessarily out of sheer difficulty, but just because they behave in a way that most other mobs don't.
What's not so enjoyable is how many other mobs are dull blobs of health. Having a fair majority of mobs being something for players to mow down is definitely a good thing, but at times I think it goes too far. Some mob families could do with tweaks to make them stand out among the crowd:
Vampires - These are one of the biggest offenders. When you think of vampires, typically they're intelligent and highly dangerous foes. In Tome they're arguably less threatening than the average skeleton. They might be able to cast a weak spell or 2, or maybe land a stun, but even Vampire Lords have 1 threatening attack with Impending Doom and then nothing. Maybe they should be given some thematic abilities, such as the ability to grapple and drain life, a bite attack that inflicts bleed, bonus lifedrain against bleeding targets, and give them some Darkness/Cold themed spells at higher ranks. They could even get some Cursed abilities, things like Beckon and Dominate seem thematically appropriate.
Wights - Amusingly, in the code these are described as supposed to be hard. In reality, they might land a Confuse or Flameshock on you, and that's it. Their AI seems really bad, and apart from that initial status effect they don't seem to do much in addition to dying fast. On top of that, only the Emperor Wight is unique with Thunderstorm, the rest are identical apart from minor stat differences and skins. Wights seem to be themed around the whole mental disruption and being rare+scary, perhaps up the rarity and give them Gloom/Fear talents and maybe a few extra spells based on type?
Treant - I feel sorry for these. No real resistances, their health isn't any higher than something like a troll, deal fairly low damage and have absolutely no abilities. They could do with some general all-round stat increases, give them some basic attack abilities like Crush so they'll threaten in melee. For the whole Treant theme, I'd give them Nature's Touch, allow them to use copies of Mindstar attacks like Thorn Grasp/Leaves Tide without needing one equip. You could also have some stronger variations, such as Rimebarks with cold attacks, a Treant with a plant version of Stone Vines and so on.
Earth Elementals - Compared to their Air/Fire relatives, these feel alot weaker. While slightly durable, they never seem to actually hurt much and Constrict isn't exactly going to suffocate you. Maybe give them (the new and improved) Grappling talents or other Brawler attacks, and a handful of Earth/Stone spells?
I'd like to see if anyone else has other suggestions on making existing mobs more exciting and unique without increasing the difficulty too much.
What's not so enjoyable is how many other mobs are dull blobs of health. Having a fair majority of mobs being something for players to mow down is definitely a good thing, but at times I think it goes too far. Some mob families could do with tweaks to make them stand out among the crowd:
Vampires - These are one of the biggest offenders. When you think of vampires, typically they're intelligent and highly dangerous foes. In Tome they're arguably less threatening than the average skeleton. They might be able to cast a weak spell or 2, or maybe land a stun, but even Vampire Lords have 1 threatening attack with Impending Doom and then nothing. Maybe they should be given some thematic abilities, such as the ability to grapple and drain life, a bite attack that inflicts bleed, bonus lifedrain against bleeding targets, and give them some Darkness/Cold themed spells at higher ranks. They could even get some Cursed abilities, things like Beckon and Dominate seem thematically appropriate.
Wights - Amusingly, in the code these are described as supposed to be hard. In reality, they might land a Confuse or Flameshock on you, and that's it. Their AI seems really bad, and apart from that initial status effect they don't seem to do much in addition to dying fast. On top of that, only the Emperor Wight is unique with Thunderstorm, the rest are identical apart from minor stat differences and skins. Wights seem to be themed around the whole mental disruption and being rare+scary, perhaps up the rarity and give them Gloom/Fear talents and maybe a few extra spells based on type?
Treant - I feel sorry for these. No real resistances, their health isn't any higher than something like a troll, deal fairly low damage and have absolutely no abilities. They could do with some general all-round stat increases, give them some basic attack abilities like Crush so they'll threaten in melee. For the whole Treant theme, I'd give them Nature's Touch, allow them to use copies of Mindstar attacks like Thorn Grasp/Leaves Tide without needing one equip. You could also have some stronger variations, such as Rimebarks with cold attacks, a Treant with a plant version of Stone Vines and so on.
Earth Elementals - Compared to their Air/Fire relatives, these feel alot weaker. While slightly durable, they never seem to actually hurt much and Constrict isn't exactly going to suffocate you. Maybe give them (the new and improved) Grappling talents or other Brawler attacks, and a handful of Earth/Stone spells?
I'd like to see if anyone else has other suggestions on making existing mobs more exciting and unique without increasing the difficulty too much.