New enemies - we want your ideas

If you have ideas to improve this great game, post them here!

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MadMikael
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New enemies - we want your ideas

Post by MadMikael »

New enemies are being made already. What we need is input.

Where do you feel the gaps are in the current list of enemies? What level/class of player has the biggest need of a new enemy? How strong do you think new enemies should be?

For instance, I suggested that there should be enemies between the blood mummies and blue vlads; and some between the blue vlads and those higher. I also requested stronger enemies too, and a better way to make gold than running robes.

Agree? Disagree? Or have your own ideas? Let us know ;)

Also, suggestions for new skins/enemies to be made are welcome :D
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jimknight92
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Re: New enemies - we want your ideas

Post by jimknight92 »

How about an enemy in between cyclops and warlocks stats/xp per kill.
I was thinking adding a level to the warlocks tower (up or down) and include the monster "Succubus" about drops it can give not totally sure maybe a 1/1k drop rate for solar axe or mystic shield? And also include a more common drop say for example a mages astral robe every 1/100 kills?
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joeylamcy
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Re: New enemies - we want your ideas

Post by joeylamcy »

I think there should be monsters a little bit stronger than blue vlads, coz for a mage, if he has 100 arm, he can only tank blue vlads for safe grinding. Meanwhile, even he has a little bit higher arm, the spiders have too much HP, so he cannot kill when spiders come in group

Just my 2 cents
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jimknight92
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Re: New enemies - we want your ideas

Post by jimknight92 »

Maybe we can have "zombie orcs" recolored purple orc. for ogres/sword to kill also seeing ogres have the double strength skill and sword has always hit have these zombies armor quite high say 400-500 so this would leave a little bit of working room for swordsman/ogre and from having high arm comes high HP so for a mage to kill it would take most of their mana making it not really worth grinding leaving us a location for ogres and swordsmen classes
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joeylamcy
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Re: New enemies - we want your ideas

Post by joeylamcy »

jimknight92 wrote:Maybe we can have "zombie orcs" recolored purple orc. for ogres/sword to kill also seeing ogres have the double strength skill and sword has always hit have these zombies armor quite high say 400-500 so this would leave a little bit of working room for swordsman/ogre and from having high arm comes high HP so for a mage to kill it would take most of their mana making it not really worth grinding leaving us a location for ogres and swordsmen classes
I think ogre skill is double damage, which means his strength should be more than enemy arm so that the skill can work
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jimknight92
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Re: New enemies - we want your ideas

Post by jimknight92 »

Colossal dragon boss - 4k attack, 800 armor, 200 dexterity, 200k hit points 1.8m xp gain drops 5% fire plate or swamp helm. Drops 50% solar axe/mystic shield.
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Elia
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Re: New enemies - we want your ideas

Post by Elia »

As far as the current enemies are concerned, all classes but mages are at a disadvantage. Before talking about monsters' states, I would like to draw your attention towards a fairly well-rooted imbalance , which mainly evolves around dex, with respect to PVM, of course. There is no system of spell resistance when it comes to fight against mage units. For instance, warlock strength is 600 but your dex won't resist a single hp. You take the same damage as another player with pretty low dex. This is not fair.

Accordingly, monsters have no spell resistance against mages, though their high arm makes it very difficult for other classes to score a hit and make xp but mages can easily get the most of them. It is difficult for a lvl 200+ archer to kill a blitzbee due to their huge dex but mages can kill easily. The effects of dex in PVM should affect all classes equally. This is not fair

New enemies, right? I think we need such boss monsters which would be as friendly towards other classes as the current bosses are towards mages. So, these classes would be able play spawn with a hope of getting a drop. Create new monsters but with a spell resistance factor. The other classes also have a right to play spawn. The same goes for all new monsters. :)
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Unit123
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Re: New enemies - we want your ideas

Post by Unit123 »

I suggested a monster a few days ago:
viewtopic.php?f=8&t=3910
Contact me for any help
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joeylamcy
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Re: New enemies - we want your ideas

Post by joeylamcy »

Elia wrote:As far as the current enemies are concerned, all classes but mages are at a disadvantage. Before talking about monsters' states, I would like to draw your attention towards a fairly well-rooted imbalance , which mainly evolves around dex, with respect to PVM, of course. There is no system of spell resistance when it comes to fight against mage units. For instance, warlock strength is 600 but your dex won't resist a single hp. You take the same damage as another player with pretty low dex. This is not fair.
But your dex makes them hard to hit u.
Elia wrote:Accordingly, monsters have no spell resistance against mages, though their high arm makes it very difficult for other classes to score a hit and make xp but mages can easily get the most of them. It is difficult for a lvl 200+ archer to kill a blitzbee due to their huge dex but mages can kill easily. The effects of dex in PVM should affect all classes equally. This is not fair.
If u have a mage and an archer at same lv, u would find that archer lvls up a lot quicker than mage. My experiment: They both train with blue vlads. My archer gets 1.5 lvl (about 15mil xp) while my mage can only get 3mil in the same time interval. Even if my mage is pure mage, that would not cause much difference. That's why mage needs some high xp/hp monsters for training. Blitzbee has high dex so no other class can bother mage training.

Meanwhile, I do admit that class-specific monsters(e.g. blitzbee) should not carry any important/rare item. Imagine that blitzbee sting is not so rare, and u can easily buy from players, u would not complain about that
Elia wrote:New enemies, right? I think we need such boss monsters which would be as friendly towards other classes as the current bosses are towards mages. So, these classes would be able play spawn with a hope of getting a drop. Create new monsters but with a spell resistance factor. The other classes also have a right to play spawn. The same goes for all new monsters. :)
Probably some strong monsters should have. However, we do not have many non-mage high-level chars, so it probably should not carry rare items, which many players want.

U might imagine that ghost archer has spell resistance, and are stronger such that Mike (lv900+ mage) could not grind on them. Swamp bow will be too rare
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jimknight92
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Re: New enemies - we want your ideas

Post by jimknight92 »

Elia wrote:As far as the current enemies are concerned, all classes but mages are at a disadvantage. Before talking about monsters' states, I would like to draw your attention towards a fairly well-rooted imbalance , which mainly evolves around dex, with respect to PVM, of course. There is no system of spell resistance when it comes to fight against mage units. For instance, warlock strength is 600 but your dex won't resist a single hp. You take the same damage as another player with pretty low dex. This is not fair.

Accordingly, monsters have no spell resistance against mages, though their high arm makes it very difficult for other classes to score a hit and make xp but mages can easily get the most of them. It is difficult for a lvl 200+ archer to kill a blitzbee due to their huge dex but mages can kill easily. The effects of dex in PVM should affect all classes equally. This is not fair

New enemies, right? I think we need such boss monsters which would be as friendly towards other classes as the current bosses are towards mages. So, these classes would be able play spawn with a hope of getting a drop. Create new monsters but with a spell resistance factor. The other classes also have a right to play spawn. The same goes for all new monsters. :)
i thought dexterity provides mana resistance? I believe it's 1.1 HP per dex?? Not sure but i know somebody who will know lol
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