Impy wrote:
Matthew Hayward wrote: I've seen several posts on this thread that talk as if melee combat is occasionally prevented from functioning, and ranged does not have this problem.
It varies by module, but melee, missile, and spell are all prevented by room design or monster capabilities with some degree of frequency.
It's true that retaliation damage only impacts melee.
But saying "why would anyone do melee with these changes, when melee gets shut down unlike ranged!" is a perspective not rooted in fact.
I don't have a full history of TD, but since 2017 I can only recall maybe 2 dungeons where ranged attacks were affected were I think I can list 4 dungeons where melee was affected in the last year
So statistically most people are correct. And it does over value a stat and I think you're point while correct ends up muddying the waters at the current time. Because correct in one instance does not invalidate the point that others were trying to make in which melee is (more commonly) affected by room effects.
This does not need to be the case and can be dealt with in module design, but it still needs to be conisdered
Let me start by saying, you may be right for recent years. I don't have modules for the 2020+ dungeons.
Here is a detailed analysis of the 2015 dungeons, showing all modes were hosed considerably that year, and if anything Melee had it better than Spell:
truedungeon.com/forum?view=topic&catid=580&id=234278#234278
The rest of this note includes a summary of modules 2017 and 2019, where:
Out of 17 rooms:
Melee was completely disabled 1 time, and hosed in some other way 7 times
Missile was never completely disabled, and hosed in some other way 4 times
Spell was never completely disabled, and hosed in some other way 4 times
(I picked these because they cover every other year from the period I own modules, 2015 - 2019 - not because I've done prior analysis and know the hosing rates of different combat modes for the odd numbered years.)
So it does look like melee gets hosed in some way more frequently than other modes.
That being said - it's not accurate to shorthand that to "ranged is never hosed, unlike melee." - Which is the primarily the sentiment I'm reacting to.
Finally - what gets hosed and what doesn't is a feature of dungeon design - not a rule or foundational principle of dungeon design. If most players start showing up with ranged builds, I expect ranged hosing will rise in prevalence.
2017 - Dancing Among Stones:
Hosing quick summary: Spell was hosed the most, especially for Wizards and Elf Wizards who would begin combat unable to cast spells in 2 rooms this dungeon, including the final boss fight. Beyond that missile was more hosed than melee given the prevalence of iron based melee weapons and lack of missile based ones.
Room 2 - 3x Black Scrael:
Melee hosing: 1/2 damage from non-iron weapons
Missile hosing: 1/2 damage from non-iron weapons
Spell hosing: None
Note: in the 2017 token class, the year of this adventure, there was not a single Iron missile weapon. There were 3 rare, 4 uncommon, and 4 common Iron melee weapons.
Room 4 (Combat) - 5x Red Scrael:
Melee hosing: 1/2 damage from non-iron weapons
Missile hosing: 1/2 damage from non-iron weapons
Spell hosing: Completely unable to cast spells while a Scrael is attached to you.
Note: In this room 5 red scrael attached themselves to the backs of players at the start of the room with no save or way to avoid it. The scraels preferred to attach themselves to: Elf Wizard, Monk, Ranger, Rogue, and Wizard. If one or more of those classes weren't present, they would attach to other classes arbitrarily.
Room 6 - Draccus:
Melee hosing: None of note
Missile hosing: None of note
Spell hosing: None of note
Note: Monster took -5 damage from attacks that included fire.
Room 7 (Combat) - The Queen and 3x Red Scrael
Melee hosing: 1/2 damage from non-iron weapons, Scrael Queen would retreat from melee range on round 2, but could be brought back by destroying the stand of webbing she hung from
Missile hosing: 1/2 damage from non-iron weapons
Spell hosing: Completely unable to cast spells while a Scrael is attached to you
Note: In this room 3 red scrael attached themselves to the backs of players at the start of the room with no save or way to avoid it. The scraels preferred to attach themselves to, in order: Wizard, Elf Wizard, Monk, Rogue, Ranger. If three or more of those classes weren't present, they would attach to other classes arbitrarily.
2017 - The Moongate Maze
Hosing quick summary: Melee is the only mode hosed in this dungeon, including a boss that is completely immune to melee.
Room 2 - Old Holly:
Melee hosing: None of note
Missile hosing: None of note
Spell hosing: None of note
Room 4 (Combat) - The Raven:
Melee hosing: Monster AC 4 higher vs. melee attacks
Missile hosing: None of note
Spell hosing: None of note
Room 5 - The Iron Rook:
Melee hosing: None of note
Missile hosing: None of note
Spell hosing: None of note
Room 6 (Combat) - The Shadow:
Melee hosing: Immune to melee combat
Missile hosing: None of note
Spell hosing: None of note
2019 - Abyssal Swamp
Hosing quick summary: Melee hosed in 2 rooms, missile in 1, slide spells in 1, all spells less effective at nightmare boss fight.
Room 3 - Witches:
Melee hosing: Must slide with non-dominant hand (Monks and Rangers must slide both pucks with one hand)
Missile hosing: None of note
Spell hosing: None of note
Room 4 - Swamp Stalker
Melee hosing: Attack slides that land on odd numbers miss
Missile hosing: Attack slides that land on odd numbers miss
Spell hosing: Spells requiring an attack slide that land on odd numbers miss
Room 7 - Swamp Beast
Melee hosing: None of note
Missile hosing: None of note
Spell hosing: -10 fire damage (also an additional -10 from any spell attack on nightmare)
2019 - Infernal Redoubt
Hosing quick summary: One of two boss monsters levitates out of range of melee attacks.
Room 2 - Snake Fiend
Melee hosing: None of note
Missile hosing: None of note
Spell hosing: None of note
Room 5 - Fire Fiend
Melee hosing: None of note
Missile hosing: None of note
Spell hosing: None of note
Note: Monster was immune to fire. On nightmare, any attack with any fire component was completely negated and healed the monster 5 HP.
Room 7 - Mind Slayer and Blackthorn
Melee hosing: Blackthorn levitates and can't be reached by melee attacks (without something like potion leaping attack)
Missile hosing: None of note
Spell hosing: None of note
2019 - Path of Death
Hosing quick summary: No hosing of note this dungeon.
Room 2 - The Guardian:
Melee hosing: None of note
Missile hosing: None of note
Spell hosing: None of note
Room 4 - Undying Blight
Melee hosing: None of note
Missile hosing: None of note
Spell hosing: None of note
Note: On hardcore immune to shock, on Nightmare also immune to cold, on Epic also immune to Sonic
Room 6 - Lamia:
Melee hosing: None of note
Missile hosing: None of note
Spell hosing: None of note
Note: On epic the Lamia fully heals each round unless damaged with magical fire.