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If you want an on-damage evasion boost, just make it a (non-stacking) buff.
Also, Absorber as written will interact with propagations/aoes in a counter-intuitive way, absorbing damage, but ignoring special effects.
Its fine balance-wise, but will look weird.
Absorber was kinda out there so yeah I can agree. I just wanted an enemy that would punish players lobbing propragations into giant crowds without thinking. Usually I have one character with a druid staff hold off an entire side, but if he suddenly had to kill an Absorber before being able to punish dense groups I figured he'd be in trouble.
I should have implied he'd still be hit by special effects and stuff. Or, like, let's say someone slaps the druid propragation upon a group of enemies, but the chain reaches an Absorber. All of the damage and poison goes to him, redirected.
Should I write that up to be changed in a way?
In general I think a good game design means minimizing complexity while maximizing tactical choices.
I feel like the 4 enemies you described require a bit of extra attention from the player, they are special elite enemies, they break down the regular flow of battles, which is good in general, but the added complexity is quite high.
Also, this game feels to be more about volume, or high enemy count. The enemy updates addressed this a bit with the elites being a bit special, but the complexity was not increased, they are versions of the current enemies.
The design direction of your 4 enemies is interesting, the game would play more like chess, therefore it would be a completely different game from a design point of view, the amount of enemies would have to be reduced.
I.E I usually protect one entire side with a mage with a Druid Staff. I don't think the staff is overpowered, but the AOE has no real downsides since on Apoc 2+ enemies are so bunched together you always hit many with the propragation effects. Now, let's say only the Druid is on a side, but there's a few Absorbers in the wave. Instead of simply blasting them with poison (Dual druid staff is usually what I do, +1 AP from something and you have 4 casts there), they'd have to target down the Absorber. But without the extended range of an alternate weapon or perhaps an archer, they might have trouble reaching it, meaning another hero might have to come help or they adapt.
You make a good point though, and I agree actually. These are all a bit outlandish. I sort of felt like the game was more or less just a "AOE the hordes" simulator - Elite enemies changed that somewhat, but I like the idea of having to manage more difficult situations that could arise from enemies that warrant attention.
You are right about the game being more about fending off the hordes, which is usually why I do 3 mages, 2 ranged and 1 melee if possible, or just 3 mages 3 rangers. Mages have Druid staffs, rangers have Longbows and usually something different each (Crossbow, handgun, shortbow) and so far I've beaten Apoc 2 on Lakeside pretty easily. I find that AOE crowd control (Especially with poison or the spellbooks lightning ability) held a ton.
Not saying that melee is bad, it is very useful and I'm sure its even more useful on Glenwald, but I know I would panic if I only had a double-druid staff mage holding off one side and suddenly he has to deal with a siege/smoker/absorber.
...Sorry that was a lot of text. I wonder how these units could be placed in the general gameplay. I just was sitting up one night and thought these up and figured I'd type something up and post it in the morning. I don't think they're the most excellent ideas, haha. Just something.
Granted, most of presented designs still die to a solo ranger without much of a impact if played the cards right and Channeler/Grappler mostly counter melee.
Possibly! I hope its a long ways away and this one gets a lot of updates though. Thanks for the responses :)