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Post by drunkensolamnic on Sept 5, 2015 16:22:14 GMT -5
Perhaps when they spawn broodlings it could do chunks of damage to them? Say 10% of their health? this would make it more managable for smaller parties who will have a harder time dealing with them as they have to stop shooting the brood to kill the broodlings. Bigger parties shouldn't notice much difference since they already can split focus.
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Post by modular on Sept 5, 2015 17:58:19 GMT -5
Further, honestly, it feels as if the broodlings should be a one hit kill - when a gunner spends their one attack a round to shoot one, it shouldn't survive at near death even when dealing 20 damage to it.
I understand they are meant to be a threat, and well they should, they should be a high priority threat in fact - but on the flip side, players should be rewarded for addressing them competently.
Right now, they just eat actions and rarely get picked off.
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Post by Lugwy on Sept 5, 2015 20:58:45 GMT -5
This was discussed before in the IRC but a refresher always helps!
According to PE the broodlings have 30 HP and 11 AC, and when they explode they deal massive acid damage when you include the DoT. The broodlings would be dangerous but manageable if they had only one of those factors, but having both at once turns them into a nightmare.
I would suggest toning either the HP or the inflicted acid damage down. That way the broodlings are still a threat, but not so dangerous that surviving a brood spider becomes a matter of luck regardless of your equipment.
EDIT: Alternatively, you can have them automatically explode after a set number of rounds; two or three rounds since their spawning, for example?
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Post by kingofaquilonia on Sept 5, 2015 21:57:35 GMT -5
Broodlings should have like 10-15 HP at best I think and this will solve the problems
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