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Suggestions / Re: Let's have a chat about the Deep Caverns. (wall of text, and OBVIOUS SPOILERS)
« on: January 07, 2016, 02:44:28 pm »
I am a lazy person, so this is a copy&paste from other forums, but:
LONG VERSION:
My major complaint is that the HP (and resistances) bloat takes away the fun from combat encounters. A good comparison is the tchort institute (my mage fought her way through it). The placement of the guards is done very well in certain areas: you have strong melee fighters with hammers standing at the entrance, psi users with thought control somewhere in the middle, and further back gunslingers, crossbowmen and snipers. And of course there are no convenient vents upstairs. Now depending on your build, the threat level is different; my mage could resist those metal spells reasonably well and a shield took care of guns, but a single shot from a crossbow usually took her out and so did a few hits from a hammer. Therefore, upon entering an area (and loosing the initiative roll most of the time) it was important to identify the biggest threat level and take them out first, while disabling the others. But that was possible because the enemies are no HP sponges. They can one-hit you, but so can you, resulting in interesting - and fun - combat encounters. And then you move forward from that - to shooting shrooms again and again.
SHORT VERSION: if I compare the deep caverns encounters to the tchort institute, the latter is an example of good encounter design, where the difficulty comes from enemy placement and variety. Deep caverns is the opposite; hit points bloat and over-the-top resistances result in combat that may be difficult, but ultimately is repetitive and a chore.
LONG VERSION:
My major complaint is that the HP (and resistances) bloat takes away the fun from combat encounters. A good comparison is the tchort institute (my mage fought her way through it). The placement of the guards is done very well in certain areas: you have strong melee fighters with hammers standing at the entrance, psi users with thought control somewhere in the middle, and further back gunslingers, crossbowmen and snipers. And of course there are no convenient vents upstairs. Now depending on your build, the threat level is different; my mage could resist those metal spells reasonably well and a shield took care of guns, but a single shot from a crossbow usually took her out and so did a few hits from a hammer. Therefore, upon entering an area (and loosing the initiative roll most of the time) it was important to identify the biggest threat level and take them out first, while disabling the others. But that was possible because the enemies are no HP sponges. They can one-hit you, but so can you, resulting in interesting - and fun - combat encounters. And then you move forward from that - to shooting shrooms again and again.
SHORT VERSION: if I compare the deep caverns encounters to the tchort institute, the latter is an example of good encounter design, where the difficulty comes from enemy placement and variety. Deep caverns is the opposite; hit points bloat and over-the-top resistances result in combat that may be difficult, but ultimately is repetitive and a chore.


