Re: Endgame Diversity Mod - stable version (v1.1) released
Oh, I don't think they're easy to kill with thugs even with the nerf they received. The strength nerf doesn't matter in this situation since if they hit most thugs will die anyway. The -4 to attack they received gives the thug(s) a chance - but I think that usually they'll die anyway since without a damage multiplying weapon they won't be able to inflict enough damage before the grendelkin connects.
We disagree on whether thugs should have a chance against them. I think they should because by that stage of the game all nations can either recruit or summon some kind of thug - but not all nations can field the S magic needed for most of your suggestions. BTW, I'd rather not nerf their MR since that effectively is just a boost to S nations when they face grendelkin.
As far as grendelkin operating solo, I agree with you that they can't really achieve immunity to everthing and also have decent MR, luck and reinvig. But I think this is a good thing and that they shouldn't be able to do that when operating in a solo capacity.
Where I think they really shine (and what I see as their main purpose) is in providing muscle for armies. In that situation you can equip them with 50% resist gear and have your mages boost them to 100%.
I want mention one other notable thing about them - darkvision 75. Unlike most non-undead/demon SCs they won't be crippled by darkness.
All in all, I think the nerf to grendelkin was reasonable and that they will continue to be used. If it turns out they are being recruited less I think a bit of a pricing adjustment would fix that.
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