Yeah, those large packs are a serious threat, particularly for melee, because you immedeately need to take care of them regardless of what you are currently engaged with.
I guess that is the design intention, though.
Still seems to be too strong.
What also sucks is that they are identically animated, wich somehow looks cheap.
I agree with this mobs have the most problems
playing Glacier Sorcerer while I’m starting to cast, axes are already flying at me
playing Void Knight the same thing while I’m pointing void cleave and this is the fastest killing skill, axes are already flying at me
the problem of these mobs is that the attack animation is instant and they also hit from a huge distance almost the entire screen
On that note, it would be nice to have the Wengari Beastmasters nerfed. They have way too much health, have the ward mechanic in them when they take too much damage, and several appear in the stages and sometimes close to each other.
Might be better to just remove ward phases on so called mini bosses, and make the campaign ones unique. No way that solution is not viable. Probably easy to do so as well.
How come? The monsters already exist. Cant you copy and paste the entry and change the name of the monsters from eg:WingariAxeThrower_1 and then WingariAxeThrower_Wrd1 and then turn of the mini boss option?
I used tool box in wotr in pathfinder and a lot of cases it is that simple. Even monster maker lets you do so. Cant be that hard.
Normal monsters do not have ward. So to me its as simple as a light switch
It depends how they’ve set everything up. Just because game A does it like that does not mean that game B does as well, even if the “customer facing” side looks the same. And given how mamy times you’ve been told that “really easy” stuff isn’t in LE what makes you think that this thing will?
Because none of us work on the game, and i think they are blowing smoke in my face. A lot of stuff is as simple as changing a few numbers in a matrix or changing a few equations.
I used enough mods on unity to know these changes usually take less then an hour to do.
Fair, and it’s your experience developing software which is giving you the confidence in that respect. 'Cause tweaking numbers for a mod is like building lego compared to the actual automotive engineering that goes into building a car.
Out of curiosity, bevause I’m not sure you’ve ever mentioned, what do you do for a job?
It depends on how they implemented everything and how mechanics are dependent on certain values.
If there is a category (monster, minion, miniboss, boss, ultra-boss, spire) for each entity, and they apply the ward mechanic by category, simply changing the category might have some other unfortunate consequences.
Spawn rates, drop rates, etc. Imagine two large packs of wengari beastmasters spawn because they are no longer mini-bosses. “I felt a great disturbance in the force, as if a million HC players cried out in terror and were suddenly silenced”
In the end, it could be a quick ‘simply change a few numbers’-job or an ‘okay, we made our system a bit more complex, with inherited data and dependencies from categories and subcategories. Let’s think a day about what we mess up if we quickly change some numbers or exclude WB from being mini-bosses’-situation.
The reality of how EHG set up everything determines if this can be done quickly or needs a proper rework of more systems.
Yup, I know enough to know that it may not be as simple as I think/hope it is & that I know very little/am not an expert.
WeAreViledNation, however, appears to believe that despite not knowing anything that he knows more than people who do it as a job & that they’re blowing smoke up his arse.
Well, sometimes, it is as easy as tweaking a single value or setting a particular flag. Having done a bit of simple modding might give him the impression that everything is that simple.
What homebrew solo programmers or modders often don’t get is that in some ‘simple’ tasks, there are three or four people involved in a company who have certain roles and responsibilities. GUI-Guy, Module Man, and Madame Quality Control, for example. Not to forget, the Head of Teamleading. Working in a large team comes with workflows, and those aren’t always as agile as agile software development suggests.
Yeah, I would imagine that tweaking a value that’s already there (damage, health, etc) is probably relatively simple (albeit with the potential for things downstream to go titsup because they were developed with the assumption that the values they received would/wouldn’t be within a particular range) but adding/removing a thing would be more likely to be somewhat more complicated.
From an outside view that doesn’t actually know anything, the codebase is a mess. That means everything they haven’t done already is really hard and may bring back bugs long thought dead.
Somehow I hope they have enough cycles to pay off that debt and continue to make progress that customers care about.