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Greater Minions.

Discussion in 'Suggestions' started by Kanta, Nov 18, 2017.

  1. Kanta

    Kanta Adventurer

    104
    15
    Jan 24, 2013
    Level 45 Zauberei Basher
    ms_swamp
    Explaining to new players about how damage works versus these guys is super annoying, and I can't imagine it isn't confusing for them too. Regular minions having normal resistances but greaters don't, I'd want to rip my hair out if I didn't know better. Could there be a hud message similar to the soul eaters that says something along the lines of; "Greater minions are enchanted with strong magic, and must be slain using their respective elements or holy magic." when they are hit with a damage type they are immune to?
     
    greatguys1 and ultima like this.
  2. ultima

    ultima Adventurer Developer

    16
    6
    Nov 23, 2016
    Personally I don't understand the concept of a monster being weak against its strength to begin with.. just doesn't make sense realistically OR even if you pull the: "Well it's a fantasy-game mod for Half-Life.." card either. Think about it, why would a Greater Minion of Fire be susceptible to the literal thing that binds it together and makes it what it is?

    Fire doesn't get get burnt by other flame sources. :| Hell, if anything I would go as far to say that hitting a Greater Minion with its respected same element should heal the thing by the damage that would have been done. /rant

    I dunno.. somethings are just so damn strange that they will still leave you scratching your head even after you try telling yourself: "It's game a fantasy game, anything can go!" ;)
     
    MS:C community, Kanta and greatguys1 like this.
  3. Kanta

    Kanta Adventurer

    104
    15
    Jan 24, 2013
    Level 45 Zauberei Basher
    ms_swamp
    Yeah true that, it doesnt make sense to begin with but I doubt it will change. At the very least it should be explain in some way. Ideally I'd like a in-map description, maybe Runegahr warning you or something through dialog but I figure a message on your HUD is the easiest solution.
     
  4. MS:C community

    MS:C community Adventurer

    337
    12
    Jul 7, 2011
    Until such silly monsters are fixed, mappers should completely avoid placing them in future maps.
     
    Last edited: Nov 19, 2017
    Dark Fox likes this.
  5. Kanta

    Kanta Adventurer

    104
    15
    Jan 24, 2013
    Level 45 Zauberei Basher
    ms_swamp
    You're missing the point.
     
  6. MS:C community

    MS:C community Adventurer

    337
    12
    Jul 7, 2011
    OK
     
    zeus9860 likes this.
  7. zeus9860

    zeus9860 New Adventurer Crusaders Blades of Urdual The True Followers of the Lost

    2,475
    3
    Feb 28, 2008
    Troll
    lolwut
    No he isn't. He dislikes rainbow maps, and those creatures are usually in rainbow maps.
     
  8. Thothie

    Thothie Administrator Staff Member Administrator Moderator Developer

    14,729
    17
    Apr 8, 2005
    psycho-oligist
    lost
    Cuz Maldora is a dick. "I'll make a big flaming skeleton... and its one weakness, will be fire! Hahhaha! [/insert Dr. Evil laugh]" (Also Rule #1.)

    Granted, yes, it should be explained somewhere at some point, somehow... Especially now that the advent of Dark Damage renders the feature even more obscured.

    Ya should, at least, get the standard immunity resistance messages, beyond that, word of mouth like yours is all we have, at the moment. It is intended to be an unintuitive puzzle device, so shoving the solution in their face as a game pop-up isn't an option, but maybe a lore book describing their creation process hidden somewhere would work.

    WAI - but, actually, yes, I don't want to see them used on a map that isn't tied to Maldora in some way. Sadly, I've not been real strict about that, so we see a few in places they've no business being... Though I suppose *most* of them are in Wicard Oven and Lodagond.

    Although, before I start agreeing with ya too much, looking at that signature, I probably would forcibly tweak up a high end map that only had two elements throughout the whole map. It's too easy to maintain full immunity to two elements at the later levels. Ya should mix it up some, I just don't wanna see more than two in a given encounter, save maybe a boss fight, let alone see them scattered at random the way we tend to.
     

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