Dungeonland > General Discussions > Topic Details
Danneh Jun 24, 2013 @ 3:15pm
Spawners with the DLC pack are too strong.
The spawners with the dlc pack are extremely overpowered. If a DM enhances the spawner with health regen 3 times and armor it is unkillable. Even with all 3 characters smashing upon it wiht all force it only loses health VERY slowly. However its still a spawner and the little minions force you to retreat letting the spawner regain full health again.

It is seriously too strong.
Last edited by Danneh; Jun 24, 2013 @ 3:16pm
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Farkon Jun 24, 2013 @ 9:51pm 
aka spawner buffs shouldn't stack.
Danneh Jun 25, 2013 @ 5:26am 
Originally posted by Farkon:
aka spawner buffs shouldn't stack.
Excactly.
Farkon Jun 25, 2013 @ 11:04am 
Traps shouldn't stack in that case as well, freeze trap + mines + real missle = Easy difficulty player death...

The mana costs for mines and real missile should be 2 and not 1 while the freeze trap is impossible to avoid if placed in an a entryway, which can be over powered with the right combinations making heros unable to avoid taking damage.
Shoat Jun 26, 2013 @ 10:26am 
I see no problem with there being some things that can instantly demolish the players unless you're playing with a bad DM who concentrates on spamming only those.
After all, DM mode is not a competition and thus, it is based more on the decency of the DM than balance.
Farkon Jun 26, 2013 @ 1:41pm 
If DM mode is not a competition, then why are there mana and card limitations as well as limits to where you can place monsters? Your statement that DM mode is not a competition is baseless and false due to these limitations.(Amoung other issues) It's most likely an oversight that there are no limitations in stacking buffs on spawners.
Sicknote Jun 27, 2013 @ 10:09am 
Tip: Take an Electric Mage to the party, I've dispatched quite a few Spawner happy DM's this way.
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Date Posted: Jun 24, 2013 @ 3:15pm
Posts: 6