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Old December 30, 2014, 20:49   #1
debo
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Serpents

I have a new crusade

I think it might be time to rework serpents a bit. The little ones are passable, but the big ones are, in my opinion, far too frequent and far too durable.

This problem is compounded by the fact that the game is by nature optimized to have you hang out at 950' as long as possible, so you are going to meet scads of these things. Song of sharpness used to be a an OK way of dealing with them, but it's kinda boring to take every game, and it was nerfed pretty hard in 1.2 anyways.

Little s have 5d4 protection, which is 1d4 more than Kemenrauko, who are theoretically made of solid rock. Sure, gemstone harder than normal stone, etc. These are OK because you really only need one good hit against them.

However, the big S are 6d4, breathe reasonably hard for correspondingly reasonable values of Con (even with resists on), and have a good chunk of HP besides. My biggest problem with them is the strategy of 'carry a big weapon' just doesn't work. I just played a game with a dude who was packing (+20,3d12), and was routinely whiffing against the thing (hitting for 0 damage.)

If you met maybe 4 or 5 of these a game, I think it would OK where they're at. However, you are very likely to meet _way more_ than this. They are by far the most tiresome monsters at deep depths now, IMO

Some suggestions:

a) Make them rarer or deeper or both (e.g. all depth 22-23 or something)

b) Nerf their protection so that the little guys are 4d4 and the big ones are 5d4

c) Keep their protection the same but reduce their hit die (maybe 6d4,8d4 instead of 8d4,10d4)

d) Give them one of the mechanics that stops them from chasing you forever (territoriality, etc)

"Or something"
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Old December 30, 2014, 21:23   #2
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Don't forget the item destruction whilst we're at it. Dreadful creatures. I avoid them whenever possible.
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Old December 30, 2014, 23:18   #3
debo
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The item destruction is okay. Something has to liberate all that stuff you're scumming for
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Old December 31, 2014, 08:35   #4
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They're fun to kill on those huge 950' levels if you have focus/listen/song of sharpness & a long bow. Maybe if they had a little less protection & a little more hp? Also irritates me that I can't put serpent slaying on a weapon if I play a smith. Being able to build a serpent bow would be great.
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Old December 31, 2014, 13:07   #5
Fendell Orcbane
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Nothing to add here, other than the fact that I totally agree with Debo. Serpents are the worse.
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Old December 31, 2014, 15:39   #6
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" d) Give them one of the mechanics that stops them from chasing you forever (territoriality, etc)"

Doors.
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Old December 31, 2014, 15:42   #7
bagori nd
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I think it depends on the serpent. Arguably, adamant and amethyst S's should be tough: the former because they're the strongest serpents and rare anyway, the latter because having difficult-to-eliminate sources of darkness adds tactical depth, especially if uniques are involved.

On the other hand, if the other S's were less tedious to kill the deep depths would be more fun for me, perhaps especially if they had better offenses to compensate.
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Old December 31, 2014, 16:07   #8
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Quote:
Originally Posted by bagori nd View Post
I think it depends on the serpent. Arguably, adamant and amethyst S's should be tough: the former because they're the strongest serpents and rare anyway, the latter because having difficult-to-eliminate sources of darkness adds tactical depth, especially if uniques are involved.

On the other hand, if the other S's were less tedious to kill the deep depths would be more fun for me, perhaps especially if they had better offenses to compensate.
If all the ancient serpents were as rare as the ancient adamant ones are, I would not be complaining in the first place
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Old December 31, 2014, 17:13   #9
HugoTheGreat2011
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Didn't those Ancient serpents had a stronger breath, yet weaker melee in the past?
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