Wild Orc Shamans

Started by Ordeal, June 01, 2010, 07:07:24 PM

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Ordeal

Ran into a named Wild Orc Shaman on the Orcs quest. He must have cast about 20 magic missiles, invisibility, seeing, and about 10 combust spells. It's unreasonable that any mage, anywhere, ever, would have that many spells. And to cast them hasted on a single character for 5 rounds in a row is also unreasonable. Can you folks please put a limit on the number of spells these mages cast?

Relinquish

I've met one "hero" wild orc shaman. It cast all its spells then ran around being completely useless. (I don't think it had as many as you said)

Nihm

These guys have amazing amounts of spells and casting speed.  Meanwhile the orcish grunt heroes are barely different from their nameless version.
Nerf the one and beef up the other, in my opinion.

John Poirot


Drakill Tannan

Quote from: Relinquish;185365I've met one "hero" wild orc shaman. It cast all its spells then ran around being completely useless. (I don't think it had as many as you said)

I counted seven fireballs, three dispels, about 12 magic missiles and five combursts. It was perma-hasted and had true seeing. OP, no?

Coldburn

Quote from: Drakill Tannan;185368I counted seven fireballs, three dispels, about 12 magic missiles and five combursts. It was perma-hasted and had true seeing. OP, no?
I was there, and this was unbelievable. Almost a complete party wipe.

DeputyCool

The number of times this quest is completed successfully leads me to believe that this was a fluke, and not an indication that the quest is unbalanced.

Sorry you guys had a rough time, but I think the creatures and quest itself to be well balanced, considering it is one of the most rewarding.

BrittanyPanthas

....These do not have True Seeing.

Damien

They have see invis.

Ordeal

The quest isn't imbalanced. The monster hero system is. The NPC spellcasting is. There's nothing balanced, realistic, or even fair about one caster with a permanent haste that can cast unlimited spells. The orcs didn't cause too much of a problem before that guy showed up, and he just never died. He followed us to another area and nearly killed three players on his own.

Thomas_Not_very_wise

Hero system isn't unbalanced.

Frankly, all you need to do is drop a darkness on them and they stand in place like an idiot. ...Usually

Canzah

To my knowledge the heroes were recently tweaked and beefed up to actually be... heroes.

All of what you've mentioned sounds fairly easily countered, altough it will be devastating for an undersupplied/unprepared party.

Still, these heroes can drop some amazing stuff and it's worth spending a few supplies just to take one down. I know I like them and the added challange and flavor they provide, but of course that doesn't speak for everyone. Perhaps there's need for a middle path, by putting them somewhere between the previous difficulty and this new higher one?

Bla bla I don't have the solution, just throwing a few thoughts out there.

Thomas_Not_very_wise

THey should be harder and using potions like stoneskin and bulls strength and haste.

Heroes are well, heroes. Make them harder imo.

Ordeal

It dropped 50 coins and a summon earth elemental item. When I used the item, it immediately unsummoned because I didn't have enough summoning points. Usually the heroes are a challenge and that's great, reward or no, because it's fun. This guy had unlimited spells and ended the quest on his own, and that first one is a bit of a sticking point with me.

Winston Martin

Quote from: Thomas_Not_very_wise;185398Frankly, all you need to do is drop a darkness on them and they stand in place like an idiot. ...Usually

This is not true. Monster AI was changed specifically to address this issue. If Darkness is breaking AI you need to report it.