Necromancer bosses way overtuned after patch

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CRhodo
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Necromancer bosses way overtuned after patch

#1 Post by CRhodo »

After patch 1.7, necromancer bosses are WAY stronger than other bosses at the same level. Celia and the Master just endless summon enemies while healing forever. With certain classes it turns into an endless stalemate, and it seems like you need to basically stunlock and burst them to have any chance.

Pyros
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Re: Necromancer bosses way overtuned after patch

#2 Post by Pyros »

I wouldn't say they're overtuned as a whole so much as Call of the Mausoleum is overtuned for monsters. For players it's balanced by the fact it'll eat a very large amount of souls(1 per ghoul) and is capped to a relatively acceptable number(5-6). For NPCs however, especially on insane, they'll summon like 10ghouls a pop. But because they also have 1 soul per turn regen, they can always summon the max amount of ghouls every time it's up. On top of that another issue is ghouls retch healing stack. That means summoning 10ghouls, most of them will retch first(assuming they're high lvl enough, this is more of an issue on Insane) and if you're not undead yourself you'll take a bunch of damage every turn until you run out, meanwhile they heal for like 300 per turn for 10turns or until you can get them to step out, which isn't easy when there's 10ghouls around you(which can leap to surround you). And by the time it's over, it's almost time for another round of ghouls(call has a 14turns cd).

I'd propose a cap on the Call of the Mausoleum level for NPCs, or just a different scaling curve so it caps out at ~5-6 ghouls regardless. Retch overlapping is also somewhat questionable, it's very nice as a lich necro since it provides a ton of healing everytime you summon the ghouls but feels pretty overtuned in general with how easy it is to generate large amounts of ghouls(at least for players it's balanced by the hefty souls cost). Alternatively I'd like necro bosses/monsters to have a lot lower souls regen, .2 or .3 or so, so they can still generate souls for skills as they need them but not call the full amount of ghouls everytime it's up(at .3 they'd only summon 4ghouls the next time assuming they didn't use any souls inbetween).

The rest of the skills felt somewhat fair, Corpselight is dangerous but that's similar to a bunch of other skills and skeletons can be dangerous if the AI decides to lord a mage but that's a 2turn process and even then isn't necessarily death(can stun/silence the mage). The constant ghoul waves were pretty dumb though.

darkgod
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Re: Necromancer bosses way overtuned after patch

#3 Post by darkgod »

I'll reduce number of ghouls at very high levels and put diminishing returns on retch healing for next version :)
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