In response to Citan, I think even just something as simple as fewer absolute immunities and instead ineffective/very ineffective would already go a long way.
EDIT: After some more thought I've come up with some specific examples:
I support Niph's idea, it doesn't make sense to me that the skeleton ice mages are immune to cold just because they use it, for comparison skeleton fire mages aren't suddenly immune to fire just for using fire magic and with ice slicks and ice elementals already immune and much of the rest very ineffective to cold in gazluk, I think it's fair to change immune -> very ineffective.
I honestly think that yetis should go from immune -> ineffective against cold. Logically they're still living beings even if they're resistant to the cold with their fur, and gameplaywise being locked out of both kur tower and yeti cave makes getting exp in the 40s difficult for ice magic. This is better than changing kur tower, since you would have already had to clear kur tower to get ice magic and it fits with the theme of not being able to use the skill in the dungeon you acquired it similar to necromancy.
Lamia boss in Winter Nexus for a total of 3/5 of the bosses being immune to cold should also be changed. Winter fae being immune makes sense unfortunately but with so many it just feels absolutely crippling. Other lamias aren't cold immune so I guess lore is despair puck was enhanced by winter fae but I don't like it gameplaywise.
Necromancy is a harder one to say but maybe some changes to borghild or the necromancer's courtyard in kur tower could help? There are still skeletons in both but maybe making ghosts/ghouls/faces of death just ineffective/very ineffective against darkness. Noobs would still have issues getting to the necromancer's courtyard but it could be something I guess? I think serb and elt crypt being immune is fine since elt crypt is insignificant and you would have already cleared serb crypt to get necromancy. Other dungeons are also available at the same level as serb crypts such as carpal tunnels and ranalon den.
Poison and nature could probably do with some changes but I didn't/don't use those damage types enough to comment. I guess some thoughts would be I don't understand why manticores and wasps are immune to poison just because they use it themselves but not sure how badly that affects gameplay which I think is main concern.
If you want an example of where I think the resistances are good, look at fire magic, only 3 bosses in the game immune to it; Vagreef the fireproof, bonfire puck and the ancient fire elemental. This isn't nothing and there's certainly far more where it is very ineffective, but the ones that are immune are quite spaced out and reasonably obscure/optional. I think gk in general is also very well done with both Zuke's physical immunity and the golem's psychic immunity. It's not overdone and with the layout of the dungeon it's also not a requirement to do either of those bosses in any particular run. The rest of the mobs that are immune as far as I'm aware are only the electrical traps put down by the tacticians and the non-elite skeletons and gargoyles, which not only are limited throughout the dungeon but are also all relatively weak and so between your group members, easy to kill. I think it's also much more forgivable to put the immunities at higher levels because by then you should be able to have more flexibility, although I can see how it could still be crippling for a new 80 if they don't have the money to uncap their other skills, so it should still not be overly present. I also like the winter nexus spy portals since it's their entire design to be immune to most of types of damage but then get killed in 1 shot. They also only feature in a group dungeon which is good since it means you just have to come up with 1 of the 3 damage types they are weak to between your entire group and several side bar skills such as stake the heart and fish gut are also capable of achieving it.
And just to be clear, where I think it is bad is when either an entirety/majority of a dungeon or multiple bosses in a particular dungeon are immune. Especially bad if there are no other alternative dungeons at that level.





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