(Hopefully!) Final clockwork marauder balancing pass #32448
Merged
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馃啈 Xhuis
balance: Clockwork marauders are now on harm intent.
balance: The Clockwork Marauder scripture now takes five seconds longer to invoke per marauder summoned in the last 20 seconds, capping at 30 extra seconds.
balance: Clockwork marauders no longer gain a health bonus when war is declared.
/:cl:
I say "final" because if they still cause trouble after this patch, I will likely end up removing them!
Marauder spam with no counter is boring for everyone but the marauders, and with this change it becomes very crippled if it's relied upon too much. Coupled with shield health, focusing down marauders is now an effective counter to spam, as the person creating them will by the end have to wait half a minute between each marauder, which is extremely slow!
In order to make them more in-line with other constructs and less painful to fight, they now collide with mobs ala harm intent instead of passing through them. This currently has no effect until #32442 is merged, and if that isn't then I will make marauders non-flying to compensate!
Finally, they no longer gain a health bonus when war is declared, which made them even more durable then they already are.