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Post by Deleted on Dec 30, 2015 18:45:10 GMT
Been thinking of strategy layers to combat found in zones, and came to the thought to put down some of the standards I've been using for NPCs. Please check these out, comment and expand. When we have a pretty simple enough list, I'd like to add it to the building guidelines.
Ghost Types - Generally ghosts are invisible, they see invisible thusly. Much of the time they are immune to physical damage, especially if they are ethereal / non solid.
Skeleton Types - These should be immune to enthrall, as they have no mind to act upon. Immune to poison, as they have no blood to infect.
Zombie Types - These could be immune to enthrall and/or poison.
Fire Dragons - The dragons from the holiday event had very severe weakness to cold damage. I think elemental strategy would be a good way to counter for the extreme difficulty of dragons.
Elemental Types - These would ideally be immune to or absorb their specific element's damage. They should also deal (only?) their type of damage.
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Post by doulos on Jan 1, 2016 16:36:39 GMT
So, can ghost types only be killed via some sort of magic then? How would warrior kill a ghost type NPC?
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Post by Deleted on Jan 1, 2016 17:54:12 GMT
Immune to physical types would require damage that is: magic, fire, cold or poison. Not that we have a lot of options to have a warrior be able to strategize it just yet. One way to balance them out would be giving them less hp or damage weaknesses.
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Post by Afara on Jan 1, 2016 18:46:12 GMT
Hi, sorry I missed replying to this. I don't think we need to stay this true to the physics of general fantasy world, it will create mechanical problems.
We must be really cautious adding immune stuff, especially to physics. Since warrior and possibly other new classes will be limited.
Skeleton and zombies to me I think it is ok that they can be enthralled. However in the zones you create feel free to experiment with this. But please do not change all the skeletons and zombies out there since then we will have to rebalance stuff again, which takes time.
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