[Feedback] monsters in tactical combat

Just a short post, I think another thing the devs should do is increase the tactical move speed for the strong and deadly monsters as their slow speed is easy to exploit and it allows weak low level champions to giant kill these monsters and claim big xp and item drops, which consequently makes it easier to giant kill the next big monster and level up much faster than the AI champs.

I think creatures like trolls and ogres need a move of 4 and death demons and drakes need a move of 6, otherwise a champ with high speed and initiative can simply kite around them using a ranged attack or moving in, attacking and retreating before the monster can retaliate.

I took down a bone ogre using a level 5 Procipinee with the fast trait, a sacrificial dagger, a haste buff, and slow debuff - she literally had 3 turns to the ogre's 1! She was able to kick the ogre's ass without taking a scratch. Irane is also able to pull off quick giant kills if you boost her speed and initiative - she just runs rings around the monsters and shoots them :)

By boosting the speed of these monsters it will shut down these tactics and this ultimately levels the playing field for the AI opponents as their channelers and champs will not beat these monsters based on an auto resolve roll.

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Reply #1 Top

Just boosting the monster speed isn't  necessarily the  answer. Tweaking  speeds on one or two is one thing. But just  making most monsters faster just cuts off an entire  strategy and build type. If it costs too much to build champions to outmanouver monsters, then you make it meaninglessto  invest in that area.

 

You could do the same thing by say creating a zone of control mechanic so that should the champion close to melee range, they can't just slip away without inviting a free swing. I can see some monsters getting the equivalent of a  charge ability where they can move faster every so many  turns to close to melee range. Things like that might work. But just making everything faster? That takes away rather than increases options.

Reply #2 Top

You make good points Dwolf - the zone of control mechanic (basically a retreat cost) and the charge idea would both do the trick too. The reason I suggested just increasing the move for some of the big guys is because the devs could implement it easily - although a reckless charge ability or flying ability would be cool to see in the game. Drakes should definitely be able to fly I think.

In short, I don't mind how they go about it but these monsters need to be quicker on their toes to deal with kiting shenanigans as it feels like an exploit to me - a human can do it but the AI can't because they would lose the auto resolve therefore it gives me an unfair advantage over the AI

Reply #3 Top


There are a lot of things it would have been cool to see in a combat. And maybe some of it can be added at a later date. Some form of morale mechanic would have been nice. Some monsters should be absolutely terrifying to non-champion units. The game should allow for that and making those units less effective unless any champion in the stack has high leadership skills.

 

There should also however, be abilities that should make a unit more effective in some instances.

 

A champion no matter how skilled is just one person. When engaging a monster, the monster can always (in abstraction) be facing the champ and have the full ability to bring its defences to bear. But a unit is several different individuals banded together. They should be able to (again in the abstract) "surround a target" and poke it from all directions at once. This may result in increased ability to hit traded for a reduction in damage.

 

This could be made into an ability of some melee and/or skirmish units. Of couse it would only work against solo targets. On the other hand, it is something packs of monsters could use against player champions as  well. Call it a "swarming" attack or "wolf pack tactics" or something  similar.

Reply #4 Top

Some monsters should have an aura of fear that invokes a saving throw mechanic vs. the units or hero's intelligence stat.  Resist or cower in fear or retreat two spaces (vary it for fun).  I like the idea of being able to craft rings of courage for troops or finding a magic item that grants immunity to a hero.

it would also make the courage spell more useful...

Monsters need manticore spikes, entangling attacks, bear hugs, mind control and other fun special attacks of their own...

Why can I sell wolf pelts but not bear skins?  It would be great to have more monster items to sell at the market and would make a career choice of hunter more fun. 

 Why can't I equip a spider venom sack for a battle?  It could be a one shot use or you sell it. 

The more choices enemies have in combat, the harder I have to think, the more fun I have!

Reply #5 Top

I see that monster lairs will spawn monsters but ... do unsettled forests also spawn Wolves + Bears? Do new monster lairs spawn occasionally?

this would be good to know :)