Adjust Doombringer Unique/Bosses on Insane/Madness

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Peep
Yeek
Posts: 10
Joined: Wed Jan 16, 2013 2:00 am

Adjust Doombringer Unique/Bosses on Insane/Madness

#1 Post by Peep »

Recently, Vitality got a very justified bat to the knees to improve how it worked when you went up against it. Before, a high level vitality could simply heal up 50+% of HP over a single turn. This was terrible and made certain abilities mandatory to deal with it!

Vitality got reworked.

Doombringer has not.

Doombringer, on Insane and Madness, have a couple of very brutal tools that are both extremely difficult to play around as well as extremely unfun to face.

Let's take a random boss that I've encountered as an example.

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Hello, Ivanor!

With just shy of 20,000 HP and about 50% resist all, this beast is a force to be reckoned with! Fitting for a boss-level unique! While I believe to have an epic fight ahead of me, there are certain abilities that are about to make this less epic.

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Wraithform, with just over 50% uptime, proves to be a very potent tool in sheer stats alone. That's a lot of armor and defense on a buff! That, and he can phase through walls. This means, no matter how much you try to hide, he will be able to root you out and likely double-team you with anything, no matter how hard you sequester yourself off.

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Every 6 turns, 400% of an impressively high Weapon Power will come striking down upon me, both healing him and more importantly restoring his VIM to a very high amount. With such powerful regeneration available to him, he's prepared for a lot of sustained damage. Perhaps we can burst him...?

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Surge of Power guarantees, should his healing mod not be 0% and/or Nexus of Healing is not up, that this fight will last forever. With 19,000 HP, he stands to heal far, far more then even a very powerful character's DPS allows. Mind you, he's only level 50!

In Madness, enemies easily breach 100 later on. That Surge of Power will only scale harder. Wraithform allows him to chase, his impressively high physical damage allows him to hit hard and fast, and Surge of Power allows him to never run out of health.

In essence, Doombringer is a cool class with scaling issues for enemies as their talent levels go higher and higher.

Please, Darkgod, tone these beasts down a notch.

Nevuk
Thalore
Posts: 189
Joined: Thu Jul 27, 2006 2:50 am

Re: Adjust Doombringer Unique/Bosses on Insane/Madness

#2 Post by Nevuk »

Dajawn wrote:Eh? It never seemed that bad for me :P
Silence and antimagic still wreck them.
It got nerfed in 1.6.1, but it was a massive issue on insane, especially in EoR where silence is harder to get. I ran into the sher'tul high priest with it and gave up after 3 hours and being unable to get him below 45%. He has spine of the world and you can't kill him in the three turns AM zone lasts.

SDY
Higher
Posts: 64
Joined: Sun Jan 18, 2015 8:23 pm

Re: Adjust Doombringer Unique/Bosses on Insane/Madness

#3 Post by SDY »

Mostly I’d want to make sure that these kinds of issues don’t exist on plot enemies. If there’s a nasty enemy in a level and you can’t beat it and have to run, that’s RNG being RNG.

Maybe just make it so that uniques can have these skills, but not bosses?

Zeyphor
Archmage
Posts: 399
Joined: Fri Jan 04, 2013 3:20 am

Re: Adjust Doombringer Unique/Bosses on Insane/Madness

#4 Post by Zeyphor »

what they can at least do is limit make second life and surge of power heal for an amount based on your spellpower instead of an amount based on your max hp
i dont like it when a mountain troll thunderer in insane elven ruins heals for 7k every 50 turns
nor would i like fighting a doombringer/sun paladin with 30k hp

Delmuir
Uruivellas
Posts: 992
Joined: Sat Aug 24, 2013 5:55 am

Re: Adjust Doombringer Unique/Bosses on Insane/Madness

#5 Post by Delmuir »

I'm of the opinion that all healing spells should taper off dramatically for just this reason. There are ways to handle large amounts of damage but not many ways to reliably handle massive healing.

The skill shown that heals for 70% of max life should have a cap on it like comparable damage spells such as Impending Doom.

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