Gunslingers mobs

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Cathbald
Uruivellas
Posts: 743
Joined: Wed Jan 22, 2014 1:46 pm

Gunslingers mobs

#1 Post by Cathbald »

Yeah I know it has been talked about before.
And until now I didn't really agree that sawbutchers and gunslingers mob were a problem (stronger yes but nothing more than that) but now... let's take a look at this screenshot

Image

I fully rest, I auto-explore and I die without having a turn to react. I deflected 358 damage. Still got hit for 482.

Am I supposed to be able to tank 840 damage every time I hit auto-explore at level 22?

Sorry for venting, just pissed about what happened...
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Tyren
Halfling
Posts: 112
Joined: Sun Mar 04, 2012 2:04 am

Re: Gunslingers mobs

#2 Post by Tyren »

I feel for your dead character. Unfortunate that it couldn't see the danger before too late.
In unlit areas you should auto-explore only if you have a proper way to see the surroundings. Otherwise, it's prudent to use track or a wand of clairvoyance. Don't let this small mistake ruin your fun with the game.

Cathbald
Uruivellas
Posts: 743
Joined: Wed Jan 22, 2014 1:46 pm

Re: Gunslingers mobs

#3 Post by Cathbald »

I turned a corner and it was right behind it. Not a problem with unlit areas, it saw me at the same time I saw it.
I know I could have used a scouting talent (even though I often forget, except in a few zones where I know I often get surprised), and this is most definitely not ruining my fun with the game, I've been there too long :p

I just feel like auto explore shouldn't be a possible death sentence in the lower difficulties (below insane).
I've even had insane runs going as far as level 30-35 and autoexplore didn't kill me in those, so dying while using it in nightmare feels... weird.
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

dadito
Thalore
Posts: 169
Joined: Thu May 21, 2015 10:28 pm

Re: Gunslingers mobs

#4 Post by dadito »

You got hit 2 times and both of them crit, shit happens :lol:

Sheila
Magical Girl
Posts: 431
Joined: Wed Aug 27, 2014 11:36 am

Re: Gunslingers mobs

#5 Post by Sheila »

Armor. Armor would've saved you.
It's a bad idea to go without armor with embers on, sadly
"As dying is one of the leading causes of death, you should avoid dying." -rekenner

"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin

Coldbringer
Archmage
Posts: 416
Joined: Mon Dec 15, 2014 10:08 pm

Re: Gunslingers mobs

#6 Post by Coldbringer »

Stuff like that is why I avoid playing on roguelike setting. There's too much potentially unfair, unbalanced stuff in the game. Made a post before about an Anorithil patrol member 1 shotting my level 50 decked out Gunslinger with a 1,800 damage critical hit in one spell. If that was in roguelike I would have ragequit the game at that point. Final boss doesn't even do that much damage.

But yeah those bee types have like 200% global speed IIRC so they do double attacks all the time. That damage is insane at level 22, in one turn. Could kill a character twice that level.

Another thing to watch out for is the monsters that use stealth like cats or temporal stalkers, if they are a rare with EOR classes they can do the same thing, 1 shot you before you can even do anything. A person posted about a sawbutcher cat that got him dead in one turn.
"You could skip it, i think it drops 0 xp and 1 copper [at most], you are better off selling oxygen to beggars to become rich."

Zizzo
Sher'Tul Godslayer
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Re: Gunslingers mobs

#7 Post by Zizzo »

Seriously, it mystifies me that people still play this game with rares enabled or patrols and adventurers parties not blocked. Because stuff like this always happens…
"Blessed are the yeeks, for they shall inherit Arda..."

bpat
Uruivellas
Posts: 787
Joined: Sun May 19, 2013 1:58 am

Re: Gunslingers mobs

#8 Post by bpat »

Rares are easily the most interesting thing in this game. I don't understand how anyone could find the game fun without them since everything not randomized is a complete pushover.
My wiki page, which contains a guide and resource compilation and class tier list.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Gunslingers mobs

#9 Post by HousePet »

I could try to explain it to both of you, but you probably already know the answer and it doesn't really help with the problem. :P
My feedback meter decays into coding. Give me feedback and I make mods.

Coldbringer
Archmage
Posts: 416
Joined: Mon Dec 15, 2014 10:08 pm

Re: Gunslingers mobs

#10 Post by Coldbringer »

Zizzo wrote:Seriously, it mystifies me that people still play this game with rares enabled or patrols and adventurers parties not blocked. Because stuff like this always happens…
it makes the game more challenging and fun. I haven't had an OP bee smash me in one turn yet, this is pretty rare occurence
"You could skip it, i think it drops 0 xp and 1 copper [at most], you are better off selling oxygen to beggars to become rich."

St_ranger_er
Thalore
Posts: 172
Joined: Fri Jul 18, 2014 11:48 am

Re: Gunslingers mobs

#11 Post by St_ranger_er »

I think, the downside of rare monsters that they drop those red items, which is barely useful. Beating them just doesn't feels rewarded enough for me. Maybe purple items will be better, or randomize drop between blue(?)-purple-red-randart. Oh wait, we already have pathols for blue (sometimes purple) drops.

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