Proposal: Remove resilient trait for bats
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Proposal: Remove resilient trait for bats
Hello,
I'd like to initiate a discussion about removing the resilient trait for bats, seeing that with 60% defense they are really hard to kill for non-magic using factions.
I'm having big trouble killing them, especially with Northerners. At night, even two hits from a grunt doesn't kill them if they drain on their retaliation. Archers are a viable counter against them of course, but even they need at least 4 (pierce) / 3 (fire) hits at night, which, with their low frequency of attacks, is too much to ask for.
Furthermore, resilient bats can also survive a successful hit from a thunderer or 3 hits from a dwarwish fighter (again, if they drain)
If such a bat reaches a village surrounded by low-defense terrain, it can really become a pain dealing with them, whilst adepts and skellies run around rampaging. I believe they should be a nuisance, but not a game-turning pain in the a, stealing villages and such.
for your consent
I'd like to initiate a discussion about removing the resilient trait for bats, seeing that with 60% defense they are really hard to kill for non-magic using factions.
I'm having big trouble killing them, especially with Northerners. At night, even two hits from a grunt doesn't kill them if they drain on their retaliation. Archers are a viable counter against them of course, but even they need at least 4 (pierce) / 3 (fire) hits at night, which, with their low frequency of attacks, is too much to ask for.
Furthermore, resilient bats can also survive a successful hit from a thunderer or 3 hits from a dwarwish fighter (again, if they drain)
If such a bat reaches a village surrounded by low-defense terrain, it can really become a pain dealing with them, whilst adepts and skellies run around rampaging. I believe they should be a nuisance, but not a game-turning pain in the a, stealing villages and such.
for your consent
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I've got two words for you:JW wrote:Well, I wondered why they got a defense increase AND traits......I didn't think they were THAT weak before.
Bat and WC boosts give the Undead L0 power. I'd like to see what other people think about this.
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http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
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Do you want fries with that?IB wrote:I'd like cheaper ghouls and weaker bats.
I will not tell you my corner / where threads don't get locked because of mostly no reason /
because I don't want your hostile disease / to spread all over the world.
I prefer that corner to remain hidden /
without your noses. -Nosebane, Sorcerer Supreme
because I don't want your hostile disease / to spread all over the world.
I prefer that corner to remain hidden /
without your noses. -Nosebane, Sorcerer Supreme
But Weeksy, if a unit gets AMLA they will be 4 times as powerful as regular units!!Weeksy wrote:I have decided that because some units (bats) are more powerful than should be expected, all units should be perfectly equal, and have these stats:
hp:1
mp:2
movetype=drakefly (to help reduce luck's factors, because *no one* likes luck in wesnoth)
attacks: 1-1 melee pierce
150 xp AMLA
The AMLA would have to either be +1 hp, or raise the xp requirement to 600xp. At 70% xp it would only take a unit 24 kills to get AMLA....DO WE WANT THAT????
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omg, it would take ages to fight a battle like this!Weeksy wrote:I have decided that because some units (bats) are more powerful than should be expected, all units should be perfectly equal, and have these stats:
hp:1
mp:2
movetype=drakefly (to help reduce luck's factors, because *no one* likes luck in wesnoth)
attacks: 1-1 melee pierce
150 xp AMLA
I propose something like this:
HP: 1
MP: 999
Movetype: Uber (0 movement cost everywhere, 0% defense)
Attacks: 1-1 Melee Blade
No AMLA
Resistance: 0% to everything
lol.
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Oh, come on... they also need berserk to their attacks on the off chance that someone misses.
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