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Old May 10th, 2004, 03:19 PM

Chris Byler Chris Byler is offline
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Default Re: Is the REAL problem with VQs...Norfleet?

One of the problems with VQs, and equipped SCs in general, is that it's too easy to become invulnerable to all elements (counting poison as an "element" because it's a form of attack that you can easily become immune to). All but the most powerful items (artifacts and maybe the dragon scale armors) should give no more than 50-75% reduction, and anything that gives multiple resistances should give no more than 25%, or 50% if that's ALL it does.

It's ok to make it possible for someone to become immune to *one* element. But becoming immune to *all* elements makes you immune to the vast majority of attack spells, all at once, and that's what leads to the unkillable monsters we have now.

Of course, the fact that a lot of SCs are undead and thus naturally immune to cold and poison and fatigue doesn't help. Lesser undead counterbalance this by being vulnerable to banishment, but it's pretty trivial to make an SC essentially immune to banishment. A Greater Banishment with high precision, AOE 1 square, and a high magic penetration bonus (or no MR save) would help here.

IMO, most corporeal undead should have no more than 50% cold and 75% poison resistance inherently. Maybe 100% poison for things with no flesh at all (longdeads). But hardly anything with a body should be completely immune to cold. Although it may not affect them as much as it would a living being, it still can damage them.

I think this would help Water Magic, too - currently it's hampered partly by the fact that a lot of things are immune to most of its battlefield spells, in addition to its other weaknesses.
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People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
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