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Post by anrdaemon on Jan 30, 2015 18:14:32 GMT -5
Speaking of the distinctiveness of spider hosts. fallen, I think, there's an easy way to make melee spider hosts distinctive from the ranged. Pass them a second glaive from the smith's hoard.
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Post by fallen on Jan 30, 2015 18:27:23 GMT -5
anrdaemon - good suggestion, I will work on including that one!
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Post by fallen on Jan 31, 2015 19:26:26 GMT -5
Speaking of the distinctiveness of spider hosts. fallen, I think, there's an easy way to make melee spider hosts distinctive from the ranged. Pass them a second glaive from the smith's hoard. anrdaemon - thanks for the great suggestion. In the next release, the Hosts will follow the pattern of all Cultists -- two blades = melee, one blade = ranged.
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phaze
Exemplar
Posts: 368
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Post by phaze on Feb 2, 2015 20:28:33 GMT -5
That is fabulous! Any chance of extending the design decision to Necromancers? My experience of having two of the same enemy but different attacks have been equally frustrating.
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Post by fallen on Feb 2, 2015 21:10:56 GMT -5
I can look into it.
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Post by mazun on Feb 20, 2015 0:20:31 GMT -5
LV 35 Volpa shaman! those curses are ok but my 38Dodge bonus Kincaid cannot evade the shaman's ranged attack so much damage!
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Post by CdrPlatypus on Feb 20, 2015 1:56:03 GMT -5
mazun And that is why I love Vraes Phalanx sheild
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matrim
Star Hero
[ Patreon ]
Posts: 708
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Post by matrim on Mar 7, 2015 22:39:09 GMT -5
My vote is for the cultists here. Spider host initiates are really scary at all times, if they weren't in that group then my vote would have been for ratkin. Ratkin hit so hard and their fodder troops having 3 attacks makes them so deadly, especially in act 1 when you have so few tools to contend with them. Most annoying monsters goes to Underdeep beetles...hate those guys and their skads of dodge parry and armour. Krete...have always been the most easy monster group for me, yes the range is long but you just back up 9 squares and mulch their archers and watch their melee do no damage. My favourite part of this game is when you first run into the krete, after getting wrecked by the hordes of ratkin those lizards are almost laughable simple...my group never feels more powerful than when I am fighting krete.
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Post by contributor on Mar 17, 2015 6:36:43 GMT -5
My vote is for the cultists here. Spider host initiates are really scary at all times, if they weren't in that group then my vote would have been for ratkin. Ratkin hit so hard and their fodder troops having 3 attacks makes them so deadly, especially in act 1 when you have so few tools to contend with them. Most annoying monsters goes to Underdeep beetles...hate those guys and their skads of dodge parry and armour. Krete...have always been the most easy monster group for me, yes the range is long but you just back up 9 squares and mulch their archers and watch their melee do no damage. My favourite part of this game is when you first run into the krete, after getting wrecked by the hordes of ratkin those lizards are almost laughable simple...my group never feels more powerful than when I am fighting krete. I definitely agree about the Spider Host Initiates. Their ability to kill most people on your team from range 8 seems a bit overpowered to me. All it takes is one stealth roll loss and that can be it for your ironman team. Their accuracy is also incredible. They can hit my dodge-tanks 100% of the time, who normally only get hit by ranged attacks 25% of the time. If they attack before you can curse their AP, all you can do is start praying to whatever God's remain.
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Post by anrdaemon on Mar 29, 2015 17:17:44 GMT -5
Volpas are wussies. Don't even need Choking Ash... not much, anyway. The problem is their numbers.
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Post by Kanly on Mar 29, 2015 20:55:08 GMT -5
Anything with bonus move points drives me nuts. I'm thinking that I've got a great group to drop some aoe on and then they spread and make a beeline for my squishies.
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Post by En1gma on Mar 29, 2015 21:14:24 GMT -5
I might do a version two of this thread at some point... I tried to see if I could add to the poll, but I can't without erasing the entire thing. Maybe tomorrow if I find the time, I just don't know all the new monsters yet, I've been too busy boosting new groups to keep going with my furthest build.
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Post by Brutus Aurelius on Mar 30, 2015 7:20:32 GMT -5
I find that the Orcin Shamans near the Storm Brothers are very hard. Even with 1 AP left they can heal and summon a Winter Spirit!
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Post by fallen on Mar 30, 2015 10:53:17 GMT -5
That blasted Ice Claw tribe is pretty nasty.
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Post by Brutus Aurelius on Mar 30, 2015 15:02:39 GMT -5
That blasted Ice Claw tribe is pretty nasty. Yeah, but I found rushing the Shamans with my Tank Vraes and Nuking them with Tami was very effective.
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