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Throndhart
29-06-2008, 23:09
I think that Iron Maiden, if itīs given to monsters, should be rebalanced so that it doesnīt become the one-hit-kill wonder it is in DII. Itīs the single most annoying thing in DII for me, and, while I do like the idea behind it (youīll need to use your head, and not simply bash stuff), I think itīs poorly implemented. Perhaps a cap on it, (say, it can only take away a 20% of your life in one hit, or you canīt go below 10% of your life through reflected damage) would go a long way in making it more enjoyable for players, without lessening the challenge too much.

diabloIII
30-06-2008, 13:21
its a one hit kill just because weapon in d2 new patches make the character to mucch powerful for the monster and even for him:crazyeyes:

phaolo
15-07-2008, 13:06
Completely agree.
IM is not very avoidable and it's too overpowered.
Its damage should be lowered or capped as suggested.

Anyway it's fun and a challenge, so it mustn't totally removed.
Only don't put Oblivion Knights in last levels where meleers should train and MF..


P.s: same considerations for all other bugged or too powerful things (FE, CE, LE, Corpse Explosion, Poison Vipers.. hammerdins lol)

Vulcon
15-07-2008, 13:18
Thankfully with my Sorc it is not an issue, but I have seen a lot of tears from Barbs over this. I feel that anything that detracts from a LONG hard tough battle, like a one hit death, is not good for gameplay.

On a similar vain I hope that if Willowisps make a return that their attack is more balanced.

AlexanderM
15-07-2008, 18:43
Part of the reason that iron maiden is such a problem for players is the health-to-damage ratio. Melee monsters have lots of health, but deal little damage (kind of screwing over thorns-paladins and players using maiden), whereas melee players have little health and deal lots of melee damage. If monsters could deal as much damage as players, the endgame would be nearly impossible (imagine six smite-paladins instead of fighting the minions of destruction, but each one would have the 33537 hitpoints (the high end for hell difficulty minions of destruction). We can't really level the playing field, because if monsters were as big as players in damage, there's no way that players could sweep large crowds of beasties away with massive attacks without having to single them out one by one, and heal frequently (like dueling, lol).

A better suggestion that would preserve the epic smashing of many monsters would be to change the way the curse/spell works when used against monsters compared to against players. Have the damage be some percentage of the players total health, or some other fixed but not insane ratio. 1000% damage returned when you're mid-whirlwind is basically instant death, and ridiculous (especially as there are no whirlwinding monsters for necromancers to iron maiden and cheat out of life).

jasonmazzy
16-07-2008, 05:09
IM was my biggest pet peeve. way to overpowered for melee chars and completely avoidable for non melee. rediculous setup.

Sein Schatten
16-07-2008, 14:46
You forget the Life-Mana-Curse for casters. That thing is annoying as a swarm of wasps.

Ghoulz
16-07-2008, 15:57
You forget the Life-Mana-Curse for casters. That thing is annoying as a swarm of wasps.

At LEAST you don't die with one attack....

Be hellafunny to see a Sorc drop dead after using Blizzard once though.

AlexanderM
16-07-2008, 18:25
I think I lucked out on my trap assassin, never had to melee so I never got killed by iron maiden, but I had more life than mana, so they always used the "lower defense" curse in Act V.