[Balance] Bosses upgrade
issueid=1237 09-08-2012 10:22 PM
Ancient Member
Number of reported issues by _Ln_: 97
[Balance] Bosses upgrade
Nerf several techniques for boss incapacitation

Since we are creating a bunch of balance threads, I've decided to throw in some suggestions. Now I've recently said that trying to remove non bug-related tactics (gremlin bomb in that context) doesn't make any sense, so this can seem somewhat hypocritical. In my defense, I believe tactics I'm about to discuss are more game-breaking than Pick Pockets, gremlin bombs etc.

The major point of this is that there are several ways you may employ to significantly lower boss fight difficulty. This is not bad by itself and actually good as players are expected to utilize everything they have to get an upper hand. The catch is that the majority of these techniques work on everything moving them to somewhat game-breaking levels. And that makes them a target for rebalancing. So, here's the list:

1) Potions of blindness/confusion.
Game-breaking traits:
a) Work on almost all living creatures. Since we don't have powerful unlife unique monsters (aside from Emperor liches, but those are not guaranteed).
b) Always hit.

Possible nerfs:
a) Grant resistance to boss monsters/powerful creatures (discretion is advised)
b) Add miss chance/use standard missile system

2) Webs.
Game-breaking traits:
a) Yet again, work on almost everything.
b) Can (actually should) be prepared beforehand

Possible nerfs:
a) As usual, ignore webs for bosses (discretion is advised)
b) AI enhancement to search web-avoiding paths. This is probably too complex to implement, but can be a viable strategy which also makes sense

3) "Meat shields"
a) Allow Stun Ray/wand of stunning/wand of paralysis abuse
b) Effectively negate ranged/magic attacks
c) Extremely effective for mindcrafting with Greater Telekinetic Blast.

Possible nerfs:
a) Swap priority for bosses/powerful creatures: there is already a swapping mechanic, which is unfortunately limited to 2 or more spaces from PC area. I would like to see ACW/greater moloch changing places with a rat currently trying to bite through my 50ish PV armor.
b) Add dynamic hostility between monsters, so that more powerful creatures may just obliterate everything in their path to get to you. This will probably require careful planning, as chaos archmage shouldn't kill his summons for example.

I think that covers the majority of over-powered strategies, that I think should be balanced some way or another. Suggestions from fellow forumers are welcome and encouraged.

P.C. Some minor things close to the topic in question:
1) Make Andor Drakon resistant to paralysis
2) Add miss chance for PoCCs on Andor Drakon
3) Make Ancient Karmic Wyrm (Sharad and wished-for) see invisible. Killing him is fun tactic, extremely loved and powerful, but we should still consider it
4) Alright, this is by far not a minor suggestion implementation-wise, but still:
Enhance AI so that it won't abuse attacks that do not deal damage to PC. Archmage is most guilty of it in my view, happily throwing fireballs at a fire-immune PC while being peppered with humanoid slayers.
Issue Details
Issue Number 1237
Issue Type Feature
Project ADOM (Ancient Domains Of Mystery)
Category Other (please specify)
Status Implemented
Priority 5 - Medium
Suggested Version ADOM 1.2.0 pre 3
Implemented Version ADOM 1.2.0 pre 7
Milestone (none)
Votes for this feature 5
Votes against this feature 6
Assigned Users (none)
Tags (none)




12-11-2012 12:06 AM
Issue Changed by adom-admin
  • Issue marked as addressed
  • Addressed version changed from Unknown to ADOM 1.2.0 pre 7

12-11-2012 12:06 AM
Issue Changed by adom-admin
  • Status changed from Suggested to Implemented

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