[mainline] Tentacle of the Deep resistances all wrong?

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Re: [mainline] Tentacle of the Deep resistances all wrong?

Postby revolting_peasant » December 21st, 2017, 12:17 am

Lordlewis wrote:and same for the giant spider.

Because the spiders in the 'Descent into Darkness' scenario of 'Descent into Darkness' need to put up some badass resistance, that's why ;)
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Re: [mainline] Tentacle of the Deep resistances all wrong?

Postby Xalzar » December 21st, 2017, 10:19 am

zookeeper wrote:
Code: Select all
arcane 20%
blade -20%
cold   60%
fire   0%
impact 30%
pierce 0%


I don't know how, but I accidentally skipped reading the last Zookeeper's post. :doh:
Yes, I think those changes are optimal. :D

Maybe the major balance change is that now Merfolk have no weapon able to exploit a weakness (they have pierce, impact, arcane), but the 0% pierce and the low hp make me think it's not a problem. Oh, and Naga instead are good against the Tentacle (blade damage). :eng:

Also, funny note: Dark Adepts are doomed now. I'm happy about this! :twisted:
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Re: [mainline] Tentacle of the Deep resistances all wrong?

Postby Lordlewis » December 21st, 2017, 11:09 am

Dark adept where already doomed when they find a Dwarvish berserker, also there is a cool Easter-egg when one attacks the dark adept. Also I think the tentacle may not be the only thing that needs changing...
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Re: [mainline] Tentacle of the Deep resistances all wrong?

Postby Celtic_Minstrel » December 21st, 2017, 2:03 pm

Lordlewis wrote:there is a cool Easter-egg when one attacks the dark adept.

Not specifically the dark adept - any unit with no melee attack. (Such as the L1 mudcrawler.)
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Re: [mainline] Tentacle of the Deep resistances all wrong?

Postby Vyncyn » December 21st, 2017, 3:24 pm

Celtic_Minstrel wrote:
Lordlewis wrote:there is a cool Easter-egg when one attacks the dark adept.

Not specifically the dark adept - any unit with no melee attack. (Such as the L1 mudcrawler.)

I think t plays when the other unit is very likely to die, so either when there's no melee or if the unit is very low hp.
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Re: [mainline] Tentacle of the Deep resistances all wrong?

Postby zookeeper » December 22nd, 2017, 7:07 pm

revolting_peasant wrote:So have you made a decision? Or should we have a poll?

No need for a poll for things like this, really.

revolting_peasant wrote:Also - Humans have +20% arcane resistance, but, say, Orcs don't; and Wolves don't. Why would the tentacle have a +20% as opposed to 0%?

Yeah, that's true, I forgot how many units/races have 0%. Considering it's very ambiguous what sort of creature the tentacles are actually part of, 0% is what probably makes the most sense.

So currently what I'd be putting in would be:

Code: Select all
arcane  0%
blade -20%
cold   60%
fire    0%
impact 30%
pierce  0%
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Re: [mainline] Tentacle of the Deep resistances all wrong?

Postby revolting_peasant » December 22nd, 2017, 11:45 pm

zookeeper: Your latest combination sounds fine to me, so let's forget about the poll.

There was, however, a question regarding whether the HP should change to balance out the resistance changes. Mermen units have no Blade attacks except for Tritons, and in Dead Water, the protagonist units are even more slanted in favor of Impact, Arcane and Pierce. So the expected damage of a Merman attack on a TotD now drops by around 15%-20%. Should the HP be adjusted up? ... of course, some analysis is necessary for HttT and possibly other campaigns.
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Re: [mainline] Tentacle of the Deep resistances all wrong?

Postby zookeeper » December 23rd, 2017, 12:53 pm

revolting_peasant wrote:There was, however, a question regarding whether the HP should change to balance out the resistance changes. Mermen units have no Blade attacks except for Tritons, and in Dead Water, the protagonist units are even more slanted in favor of Impact, Arcane and Pierce. So the expected damage of a Merman attack on a TotD now drops by around 15%-20%. Should the HP be adjusted up? ... of course, some analysis is necessary for HttT and possibly other campaigns.

There's only a handful of tentacles in DW halfway through the campaign, so I doubt that requires any particular rebalancing, and there's none in HttT. NR, TRoW and UtBS do make slightly more use of them, and arguably the resistance changes might make some difference in those scenarios.

A HP change doesn't sound unreasonable, though, but then again the current 28 is already very low so I think 24 would be about as low as it could go.
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Re: [mainline] Tentacle of the Deep resistances all wrong?

Postby revolting_peasant » December 23rd, 2017, 5:19 pm

So how about 25 HP then?

Also - aren't there TotD in the Ford of Abez scenario? (edit:) Oh, I see, it's just Cuttle Fish and a Sea Serpent. Nevermind.
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Re: [mainline] Tentacle of the Deep resistances all wrong?

Postby holypaladin » December 25th, 2017, 9:08 pm

Right,right,. but tentacle from the deep is good.
But new unit like giant tentacle is very good idea
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Re: [mainline] Tentacle of the Deep resistances all wrong?

Postby Lordlewis » December 26th, 2017, 9:12 am

Another thing is that the Elvish ranger has a sand of 40% and the human ranger has 30% and I think it should both be 40%.
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Re: [mainline] Tentacle of the Deep resistances all wrong?

Postby revolting_peasant » December 26th, 2017, 12:27 pm

Lordlewis, holypaladin: Those are interesting suggestions for a different thread, please don't take the discussion here off track.
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