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rebalancing monster classes

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6:33 pm
October 11, 2011


thethanx

Member

posts 35

Sooooo adding all these additional monster classes has made 100 rogues INFINTELY more playable for me. Being able to constantly switch my character satisfies my ADD in a way that no other game generally can. 

 

I realize that the monster classes sort of started as just "additional content" and weren't getting the same time and care the 3 (soon to be 4) major "classes" got, but I think at this point, with substantially MORE monster classes than normal ones, they deserve a little redoing.

 

Take the poor necromeister for example: this little fella has no weapon (which I love) but also a more narrow skill set!

That's right, the necromeister is the only character WITHOUT a standalone skill. Give the poor guy a HP up! Or maybe even faster health regeneration? 

That being said, necromeister is probably my favorite despite his increased difficulty level.

 

I've actually beaten the game as the gypsy, but find regen zone and find rune don't help enough to justify sinking points into that tree, especially when fire cage is RIDICULOUSLY good… especially for the EP cost. 

6 ep lets you: deal continual damage AND immobilize a unit PLUS it works through doors…. pretty hard to beat for the cost. 

 

I'll leave it there for now, and hopefully others will pick up the torch and add their comments as to how monsters can be tweaked!

9:38 pm
October 11, 2011


alter72

Member

posts 37

Yeah, I agree that the necromeister should be given a weapon just in case he has to pull a final stand, but his death bolt ability is powerful enough without having any cost!

 

The rougebot is severely unbalanced though with pathetic mana regen and crappy abilities.

-Alter

12:57 pm
October 24, 2011


m0rris0n

Member

posts 30

The Mystic is actually one of my favorite characters. That being said I rarely use any of her abilities beyond the fire cage. Occasionally the teleswap comes in handy but it isn't a huge draw for me. The rune ability is not of much interest either. Mostly because for me the runes seem useless. It really, really, REALLY annoys me though to see items like +3 Robes come out of chests and she can't use them. I get that these aren't the main characters but really this needs to change.I can understand wands and other weapons. But a robe?? Come on!

 

I've mentioned before changes I'd like to see for the RogueBot. He shouldn't have to worry about food and being poisoned as much as the other characters. I know I am trying to apply logic to this game but I can't help it. Get rid of the net as well. It's rarely worth the slot. I look it as a nuisance point that I have to spend to get to a far better ability. I'm sure that's part of the reason for having it but still it is not worth the points or the energy. Especially for an energy strapped character like the RogueBot.

 

The Necromeister is decent. Not a favorite of mine but not bad. I don't mind that he doesn't have a weapon. He has solid energy regen so as long as you have a few items to throw he can usually make it out of a battle. Or at the very least go down fighting.

 

The Tourist. Meh. Love the map ability and being able to eat nearly anything. Just wish those abilities were in a better character. Change him from a Tourist to a Cowboy. Give him the RogueBots net ability (change it to a lasso?) and some slightly better offensive power and you might have something there. Maybe not.

 

The White Knight and the Zombie I haven't played as much. The Knight is a decent tank character. And I guess so is the Zombie just in a radically different way. Since they are newer characters there isn't a lot of tweaking to do.

 

I really do like the monster class option. I tend to play them more than the main characters. I could see one of Satan's Bodyguards being a monster character in the future. Definitely would love the Bone Demon as one too. Being able to stab from a distance = cool. And the Bully could be worth playing. Although it would take a lot of balls to make that character work. ;)

12:10 pm
October 30, 2011


fried beef sandwich

New Member

posts 1

I beg to differ re: the Tourist.  I think he's pretty well balanced and has a fairly straightforward skill progression.  Very thematic and fun to play.  

In the early game, I was mostly throwing things and using Persuasion for crowd control and to kill monsters.  Had to be very careful about luring enemies out one by one.

Hunger was a real threat until I was able to get Iron Belly.  Throughout Rogue setting, I was constantly forced to make decisions regarding which items to eat, which items to keep and which ones to throw as weapons.

However, once I sunk my first point into the Ambassador skill, that was all I relied on for damage and crowd control.  By the time I upgraded it to 2 points, I was able to play the tourist as a mana-strapped summoner. 

In the absence of a steady supply of mana potions (he's a terrible potion farmer), I had to run around and wait for my Energy to recharge.  That's where Iron Belly came in.

Blend In works wonders to get out of tight situations in a pinch.  Upgraded armor skill was essential for surviving Satan.

As far as damaging enemies, I like the Bowling Ball as a weapon, but found myself relying on stackable items.  especially acid and poison arrows.

Bosses:

Genie – Easy to kill if you summon 1 ambassador at the right spot.

Pope – Position your ambassadors right and you'll be able to take down all four acolytes and bring down the shield completely.  He dies quickly.

Satan – Not too bad.  With two ambassadors, he can put a pretty consistent stream of damage, but has to re-summon as needed. Damage output is nowhere near the Fairy Wizard's Crystal Rain skill, but it's up there and it's consistent over time, so long as you don't run out of mana.

1:21 pm
October 31, 2011


m0rris0n

Member

posts 30

And maybe I just haven't played him as successfully as you have. I find that if he doesn't have a steady supply of food then I am forced to eat items that I would otherwise throw. And in later levels I can't really expect him to stand up to the punishment of the denizens of Hell.

 

I haven't really used the Ambassador technique as much. Having minions rarely seems to be of much use to me. They provide a nice distraction but rarely have the hitting power to be a real factor.

 

 

3:09 pm
December 18, 2011


ChronicApathy1

Member

posts 14

if anyone doubts the complete brokenness of the tourist class, please see my post on how to make the tourist the most broken class ever.  This has actually prevented me from buying the other monster classes, as if they are anywhere near as unbalanced/glitchy as tourist they would not be worth the cost.

 

@m0: the ambassadors can 1shot almost anything (~15 dmg per hit, up to 3 hits per turn), and you can have 2 of them.  seems worth it but I let you make your own decisions.

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