Fleshlings

Started by VanillaPudding, March 30, 2013, 04:44:08 AM

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VanillaPudding

I trust this will be met with odd aggression, but I do rather dislike the mechanic of these spawns (and it seems to have been bolstered lately). While the initial effect is cool, I would like to suggest that they never fully resist damage types.

Instead, they could make use of the swarm property, and stack damage immunity to each type of thing they currently resist up to something like 85% or so.

This would remove the whole factor of either ignoring them and running by them, or spamming healing trinkets on them for damage. They would still maintain their difficulty, but not be so OOCly annoying.

The swarm property, for those that do not know, allows the creatures to share damage in the area. Effectively you would get them all to maybe injured or so before doing 1 damage at a time or whatever with their high damage immunity. This would allow them to be brought down slowly, but not make them the complete titans that they can become now.

Teeth in a Bowl

I actually agree. It gets kinda annoying to see entire groups of fleshlings suddenly becoming immune to every attack ever.

I don't even get why it happens.

Pandip

Fully agree. They've become an OOC nuisance more than the resistant enemies I felt they once were.

Spiffy Has

Placing a limit on how much damage they absorb would be a positive thing, increase AB and AC if you feel the need to balance the fact you'd be weakening them.

scrappayeti

I love those guys, they are one of the neatest mobs on the server. I would hate to see them go. However, I do agree it is a bit harsh that some parties might literally be unable to defeat a mob due to similarity of damage types. I think it would be best if the damage resistance was capped at something very high, like 95%, so you could still do one point of damage with any type of damage.

That way if you really want to stand there and flail away, you will eventually be able to kill it, but it still highly encourages diversity of damage types.

Outcast

Hardly weakening them when they have regen.  Only modification they'd need if this alteration was made is more HP.

RuinedDesires

Not everything on the server is easy to kill, not every battle you can win head on. These mobs have weaknesses, if you find yourself in a situation where you are surrounded by a mass amount, are unable flee and cannot damage them, I would think such a situation is one of your own making and could have been avoided.

Guttersnipe

I don't know, I see the point of the suggestion because I've found myself unable to do much to them at times as well. But at the same time there's ways to kill them, some of them rather easy if you've got the proper weapons/items. And I'm talking about weapons anyone can use that will kill a large number of them rather quickly, but only a very small number of people carry these things.

Rocking Badger

They're also slow and easy to avoid.

Jayde Moon

These creatures will not change.  They are a flavorful enemy and one meant to create great consternation if they begin to swarm.

It is far more interesting (to me) for example to se a group of individuals forced to navigate around a large group of these who have become immune to physical damage instead of standing there slowly and painstakingly beating them to death and then knowing that even as you move forward, you have a slow moving threat ever behind you.

Vlaid

I kinda like them how they are. It's a rare twist on just buffing and crushing stuff in your way.
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