1010011010 wrote:As easy it is just to criticize, I will give a suggestion: decrease spawn rate of yaktaurs and also give them some intelligence, for example, yaktaurs do not switch to unarmed combat when face to face with a player or perhaps yaktaurs will learn to coordinate themselves.
An idea that was thrown around was to give yaktaurs more coordinated AI/tactics when they have a captain - flanking the player to block off retreats, that kind of thing. A "diffusion" AI algorithm was being worked on for this but nothing came of it yet.
FalconNL wrote:And the resists being random isn't all that impactful either since for example red ugly things die just fine to fireball. Overall, not a whole lot of variation.
Resists alone can't make something interesting anyway. Ugly things are good when you first them, they have a unique mechanic; but yeah by the end of D they are generally just so much fodder. If variation is needed we need more ideas for new interesting mechanics, but currently a lot of these ideas and designing are going into branches.
FalconNL wrote:Deep dwarves
Similar to the groups encountered in Ziggurats, but smaller in number. Damage mirror means you can't Fire Storm them to death quite as easily as you can others packs, and they have a mix of summons, spells and melee. Should at least prove to be more varied and interesting than a yaktaur pack. Plus, wouldn't it make sense to encounter deep dwarves deep in the dungeon, similar to deep trolls?
Currently the deep dwarf monster set has a number of design problems; otherwise the Dwarf branch might have been enabled by now, and this is why they basically only appear in Zigs. To have them as regular D spawns, even this deep, they need quite a bit of work. The non-healing is a big problem. Perhaps a subset of the monster set, which a few mechanical adjustments, could make nice occasional band spawns (they absolutely need some good strong healing support however).
FalconNL wrote:Felid
A new monster. High speed, so you can't run away as easily as with the current top 3. High melee damage. Also uses utility spells from the Hexes and Translocations schools that Felids have such high aptitudes for:
Technically felids already exist but this turns them into a "proper" monster. However the spell set you've given them is really no different to many other things, and the player can be expected to have very good MR as well as SInv at this point so most of those effects won't actually do anything.
I think someone somewhere did mention the idea of a felid unique that keeps respawning on the same level after you kill it, this would at least be something slightly new (but we already have Boris).
FalconNL wrote:Gargoyle
Gargoyles would require a new dungeon floor layout that contains a ton of statues. A certain percentage of these would actually be gargoyles. As soon as you stand next to them, to reveal themselves (just like mimics). They aren't too difficult to run away from, but they hit like a truck and are very resistant to magic.
I do like the theme of gargoyles that disguise as statues or even blend into walls. However it's really difficult to make this work, especially if the player has to stand next to them. You could just trivially avoid all the statues on that level. It would certainly be cool to make gargoyles more interesting but they at least need to be fast(er than they currently are).
FalconNL wrote:Djinn
Something to provide a challenge for fire storm users. Ideally they'd even be immune to the irresistable part of it, but that's optional. They wield powerful fire and/or air magic.
Like souped up efreets? Hellfire immunity is out of the question, since even the toughest things in extended aren't immune to it. Again, resists aren't the way to make things interesting at the point when a player has fire storm (I mean, they have basically won the game at that point anyway).
Your basic ideas are good in that more variety could improve these sections of the game, but the thing to think about when coming up with designs is how monsters interact with each other. Look at the new Vault monsters in 0.12 and also the new content showing up in trunk; we have lots of new mechanics where thought has gone into synergies between monsters, and how they interact with playstyles. And not every character in late D has fire storm or some other high-level conjuration, this is actually a minority of games; and there are many playstyles it seems like you're overlooking.