Board Thread:Suggestions forum/@comment-184.216.182.105-20181014152313/@comment-33483875-20181022132824

S&#039;moregoth wrote: In all seriousness, though, like Sildarflame said, it really depends on whether you mean PvE or EvE. I haven't done any exerimenting with hired units, but olags aren't really as overpowered as people think. On a flat plain, they dominate. Add a single tree, river, or ditch, and they are almost worthless (against players, at least).

Olags may benefit balance-wise from a decreased movement speed, but they aren't as overpowered as I think they ought to be. On the subject of extra hitboxes, I am not this level of programmer, so I have no idea, but a possible halfway point would be to have Ologs be almost completely resistant to arrows, but have a 5%ish chance that an arrow will do more than usual damage, representing a critical hit. This part may not be worth the effort, but you could also add a skill level for archer NPCs, that would determine their critical hit chance; i.e. a Blackroot Vale Bowman may have a 20% chance to critical-hit an Olog, but a snaga might only have 3%. The thing is, a bow is one of the only feasible weapons against them on a flat plain setting. Their massive knockback, combined with their speed makes it so that even pikes are almost impossible to use, as they have an extremely long weapon reach. The fact that they can run just as fast as a sprinting player makes spamming a fast bow at them one of your only options.

Xerped The Antisocial (Don't click this)