|
Post by narana on Jun 7, 2014 20:15:13 GMT -5
So I just did the fight at the end of the map "Great Forge", and it was really excessive how many forge spiders the summoner spiders created out of thin air.
I would suggest either limiting to 1 summoned super spider per summoner spider, or reducing by a large amount the stats of the summoned spiders.
|
|
|
Post by fallen on Jun 8, 2014 13:57:14 GMT -5
narana - there are limits on the amount of summoning that a single summoner will do. There are definitely tactics that you can use that will exacerbate the summoners and will be to your disadvantage, so I'd suggest trying to approach the combats differently.
|
|
|
Post by nolost on Jun 8, 2014 17:20:45 GMT -5
Woo characters can exasperate enemy mages? I wonder how be cool with them if I plan kill them anyway. :-P
|
|
|
Post by fallen on Jun 8, 2014 18:45:09 GMT -5
|
|
|
Post by nolost on Jun 8, 2014 21:05:03 GMT -5
Ha ha ok but the question remain, and I suppose the answer is necessarily yes. I'll remind experiment a bit with the beasts. :-)
|
|
|
Post by contributor on Jun 9, 2014 3:02:13 GMT -5
If you want to experiment DON'T KEEP READING. If you want a few tips look below.
1) If you get out of their range (8), they will advance towards you, which will make it easier to attack them, rather than trying to press through the throngs of cultists and spiders.
2) If you reduce their AP to 1 they will no longer summon. This is the best trick for dealing with them, if you can take off 2 AP at a distance.
3) I'm still experimenting with this myself, but it seems like they need an adjacent friend or enemy to cast their summon spell on. So it seems like isolating them and taking them out at range can reduce the number of spiders they summon. I'm not so sure about the range and whatnot of all this. Like I said, needs more experimenting. Fortunately/unfortunately I'm in the right place right now.
|
|
|
Post by nolost on Jun 9, 2014 5:55:02 GMT -5
If you want to experiment DON'T KEEP READING. If you want a few tips look below. .... Damit that's awful, like a torture, you are nastier than the designers of the game. :-) Ha well I'll bookmark your post thanks (I have a poor vision requiring concentration and read English slowly enough to see the first sentence and not the others, ha ha), I never spite on some good advices, but yeah try found the solutions first is often more fun, that said apply one can be tricky. :-) Blah blah Blah blah (burying your post in the thread) TRICK-ENEMY-MAGE-SUMMON keyword to find. Ha ha sorry for the little abuse. :-)
|
|
|
Post by narana on Jun 9, 2014 9:28:12 GMT -5
Thanks for the tip about using -2ap curses on summoner spiders, even if it's too late for that group (ethereal anguish at level 4 with group at level 24, I don't expect to get 2 more talent points in that game).
When I did that fight I could only cast my -1ap curse on one of the 2 summoners since initially my group was in a very very bad position and I had to move to stay alive, and it seemed that through the fight the summoners called up at least 4 more super spiders. I ended up clearing that fight on my first try (only death in cult underground so far was when I misclicked my mage into an unexplored area, and only 3.5 maps to go!), but those extra summoned super spiders made me wanna pull my hair out.
|
|
|
Post by contributor on Jun 9, 2014 9:32:17 GMT -5
Yeah, they've really made me not like the Underforge levels. Do you feel like your group is getting further and further behind the enemies and the game just keeps getting more difficult?
|
|
|
Post by narana on Jun 9, 2014 10:11:34 GMT -5
Well, I'm repeating myself, but for me the big annoyance is the going back to camp so often, which makes the accuracy problem very very noticeable. If going back to camp wasn't so tedious I wouldn't mind too much missing 30-40% of empowered attacks through curses. As it is, I find nightmare would be balanced close to just right if I went back to camp after every fight (highest difficulty does call for close to optimal play and build after all), but find it needs some work as is since I spend 10-20% of my AP on chugging potions if I go more then 1 fight without resting.
That is using the solo super tank warrior lure I described in the other thread though, I can't imagine the dozens of unavoidable deaths I would be racking up if I played the game with my team grouped up at all times. I think I wouldn't be playing this game anymore if I hadn't figured out this strategy, normal and hard were too easy for me, but the instant deaths on team ungrouping on nightmare would make me rage super hard (I'm a big nerdy nerd).
|
|
|
Post by contributor on Jun 9, 2014 10:26:13 GMT -5
I don't know why marching to camp doesn't bug me as much. Maybe because I started playing this game when it first came out and, if you can believe it, it's sped up significantly since then. Certain levels are better than others and I also know where all the campsites are at so it makes it easier as I plan the route I will take through the map. I will say that Great Forges is a real hassle for going back to camp. So I think the route that takes you through the Smith's Horde is preferable. There are a few campsites hidden in secret rooms there, which help a lot.
Also you're going to want to save a lot of potions up for the last level of the Underforge. It's a very protracted battle and there's no backing out until it's done.
|
|
|
Post by narana on Jun 9, 2014 10:35:58 GMT -5
I guess if I had known where the camps were I wouldn't be as annoyed at resting, but still, even when I find them early, I estimate that walking to camps to rest and buff eats up roughly 25% of my playtime of this game. That's really high. This is what ended up making me quit playing League of Legends, the whole matchmaking process meant I would spend 10-20 minutes getting in a game that lasted 20-40 minutes. That's not enough play for my precious valuable playtime.
Thanks for the tip for the last level, in the last couple maps I've found a lot of gold and junk items to sell, so I'll probably be able to go buy ~10k of potions when I continue that group. For now it's taking a break though as I'm having more fun with my newer group.
|
|
|
Post by drdave on Jun 12, 2014 4:49:40 GMT -5
I find the easiest way to limit the number of spiders they can summon is to send Vraes at them with a big pointy thing.
It's hard to summon when you're a kebab!
|
|
|
Post by Cory Trese on Jun 12, 2014 4:51:00 GMT -5
I find the easiest way to limit the number of spiders they can summon is to send Vraes at them with a big pointy thing. It's hard to summon when you're a kebab! Spot on! +1 for that =)
|
|
|
Post by contributor on Jun 12, 2014 5:00:19 GMT -5
Sometimes that's not an option. Cory Trese made a wicked fight in the Great Forges where the Forged spiders get to the choke point before you do and then the summoners just hang out behind them making more and more spiders. Very fun. @drdave you're not saying that they stop summoning at 1 range are you? I'm pretty sure I've seen that. I did figure out that the summoners can cast their summon spell on themselves so even if they're isolated they can still cast. However if your dealing with the ones that summon multiple Pests it limits them to only being able so summon one at a time. The pests are just that though so it's not that big of a deal if they summon more. they usually all die the first turn anyways. I'm pretty sure I just saw one summon 3 pests at a time when he was surrounded but others to cast the spell on.
|
|