PronkD
10-18-2008, 11:37 PM
So I played my first medium difficulty long game intent on rounding out my final party with a few magic users.
I got an acolyte as fast as I could for the healing bonus and then I accidentally turned him into a dark priest, thinking that I could get a necromancer soon after that. This brings me to my first problem:
Necromancers require too much fame.
In this game, I turned off town raids and king's requests and I also died... once. Due to these circumstances, I had no way to gain fame outside of killing enemy strongholds. Getting enough fame to invite a necromancer required me to demolish 85% of the map in order to get enough to hire a LEVEL 2 necro.
As an aside, I used a dark priest in my party for a long time but eventually retired him because I just couldn't figure out what he was doing. Sometimes it seemed he was doing damage, but other times, he just turned the enemy a weird color or made me glow. I didn't seem to lose any effectiveness by removing him from my party.
Dark Priests: wtf and misc. sentiments.
By that time I only had one space in my party because I had to level up a farmer melee and a doctor in order to continue progressing. Furthermore, there was really no point, as you'll see in a moment. But anyway point...
Wizard Tomes are too rare.
I got my tome 4 strongholds before the end and because tomes are only one use items, you only get one chance to try and make a wizard. (Wizards don't visit town and you can't create another wizard tower without a second/third/etc. tome) So I made a wizard, hoping to at least see what he was like (he was level 2-- a joke I thought) before the game ended. After delaying the end until my necromancer was ready to go (another point here in a second...) I finally put him (my necro-- we'll get back to the wizard in a moment) in the party and got ready to move.
Well, I loaded my necro up with some good +attack equipment at level TWO. Yes TWO. Then I took him out to fight some level 11 giants with us. The party consisted of me (level 10), my melee farmer in awesome equipment (level 8), and a healer at level 4 in end-game stuff. The necro researched for a while before coming and had two level 13 skeletons with him. As soon as we attacked the first giant, all 4 of us went in to melee and the monster turned, walked around us and one-hit-killed the necro. Brings me to my next point...
Necros need to level in town and/or generate less threat with their attacks or curses, or whatever they use.
I mean, I assume he, himself hit the monster with something, but it happened so fast that I couldn't tell what it was.
With the necromancer finished, I went back to town and grabbed my wizard. The wizard was no better. At level 2 with a bunch of +attack, he pulled every single monster off the two melee attackers in one shot. Usually, because pathing is so bad in this game, the monsters would get stuck trying to turn around and just die. However, anything that got close enough (or was ranged) to touch him once would send him back to town with critical injuries. After ping-ponging back and forth for about 10 minutes between town and one camp (I had to go back after every monster and wait for the wizard to be usable again) the wizard eventually died in two hits and I hired another necro to try out.
This necro I told to just start summoning minions (I only had 2 camps left and didn't want to draw the game out any longer) thinking that the earlier research would still apply. I waited about 10 minutes and then went back to town and found this level 4 necro with 2 level 2 skeletons. Suffice to say, I left him in town.
Necromancer research should apply to the building, rather than the individual necromancer. And it should be more verbose, seeing as there seems to be an infinite amount of research one can do to get higher level minions. (It seems just like raising dragons though-- completely and utterly silent with absolutely no info on what's going on; reused code?)
Finally, something that really annoys me is the slow leveling of healers. Give them some more xp per "attack" (heal) or something. Especially considering that if they pull creatures due to the way they spaz out sometimes and walk around the whole perimeter of the screen looking for a new healing spot, they're usually so low leveled that they're one-hit-killed or critically injured instantly.
I got an acolyte as fast as I could for the healing bonus and then I accidentally turned him into a dark priest, thinking that I could get a necromancer soon after that. This brings me to my first problem:
Necromancers require too much fame.
In this game, I turned off town raids and king's requests and I also died... once. Due to these circumstances, I had no way to gain fame outside of killing enemy strongholds. Getting enough fame to invite a necromancer required me to demolish 85% of the map in order to get enough to hire a LEVEL 2 necro.
As an aside, I used a dark priest in my party for a long time but eventually retired him because I just couldn't figure out what he was doing. Sometimes it seemed he was doing damage, but other times, he just turned the enemy a weird color or made me glow. I didn't seem to lose any effectiveness by removing him from my party.
Dark Priests: wtf and misc. sentiments.
By that time I only had one space in my party because I had to level up a farmer melee and a doctor in order to continue progressing. Furthermore, there was really no point, as you'll see in a moment. But anyway point...
Wizard Tomes are too rare.
I got my tome 4 strongholds before the end and because tomes are only one use items, you only get one chance to try and make a wizard. (Wizards don't visit town and you can't create another wizard tower without a second/third/etc. tome) So I made a wizard, hoping to at least see what he was like (he was level 2-- a joke I thought) before the game ended. After delaying the end until my necromancer was ready to go (another point here in a second...) I finally put him (my necro-- we'll get back to the wizard in a moment) in the party and got ready to move.
Well, I loaded my necro up with some good +attack equipment at level TWO. Yes TWO. Then I took him out to fight some level 11 giants with us. The party consisted of me (level 10), my melee farmer in awesome equipment (level 8), and a healer at level 4 in end-game stuff. The necro researched for a while before coming and had two level 13 skeletons with him. As soon as we attacked the first giant, all 4 of us went in to melee and the monster turned, walked around us and one-hit-killed the necro. Brings me to my next point...
Necros need to level in town and/or generate less threat with their attacks or curses, or whatever they use.
I mean, I assume he, himself hit the monster with something, but it happened so fast that I couldn't tell what it was.
With the necromancer finished, I went back to town and grabbed my wizard. The wizard was no better. At level 2 with a bunch of +attack, he pulled every single monster off the two melee attackers in one shot. Usually, because pathing is so bad in this game, the monsters would get stuck trying to turn around and just die. However, anything that got close enough (or was ranged) to touch him once would send him back to town with critical injuries. After ping-ponging back and forth for about 10 minutes between town and one camp (I had to go back after every monster and wait for the wizard to be usable again) the wizard eventually died in two hits and I hired another necro to try out.
This necro I told to just start summoning minions (I only had 2 camps left and didn't want to draw the game out any longer) thinking that the earlier research would still apply. I waited about 10 minutes and then went back to town and found this level 4 necro with 2 level 2 skeletons. Suffice to say, I left him in town.
Necromancer research should apply to the building, rather than the individual necromancer. And it should be more verbose, seeing as there seems to be an infinite amount of research one can do to get higher level minions. (It seems just like raising dragons though-- completely and utterly silent with absolutely no info on what's going on; reused code?)
Finally, something that really annoys me is the slow leveling of healers. Give them some more xp per "attack" (heal) or something. Especially considering that if they pull creatures due to the way they spaz out sometimes and walk around the whole perimeter of the screen looking for a new healing spot, they're usually so low leveled that they're one-hit-killed or critically injured instantly.