Dungeon Dilettante
Posts: 4
Joined: Monday, 9th June 2014, 15:02
Orbs of Fire Malmutes
But the clever positioning stuff that the removal of rMut makes us do doesn't apply to Orbs of fire. Because they're so big, you pretty much have to stand and deliver when fighting them as a melee character. This means (at least for me) that a character ends up with a pile of malmutes that more clever play can't really deal with. By the time you're at the end of Zot, it admittedly doesn't make a huge difference - malmutes on the ascension aren't usually a big deal, and players usually have enough cMut pots to fix whatever happens. But if you've been carefully husbanding your mutations throughout the game - and potions of benemut encourage that kind of play - it's pretty frustrating to have to clear the slate at the end of the game.
The main advantage I see to holding onto the malmuts is that it encourages clearing Z5 before rather than after extended. I can understand this for flavor's sake, but I don't think it outweighs the disappointment one gets from losing all of their good mutations without any real strategic alternatives.
Possible alternatives:
1) Give OoFs Wretched Star-style temporary malmutes: This makes them more rather than less dangerous, but also doesn't blow a character's feel permanently.
2) Remove OoFs malmutes entirely: Orbs are already dangerous enough.
3) Tie OoF malmutes to MR more tightly, so there's some way to prepare oneself against them.
To be won: Ce, DE, DG, Fe, Gh, HE, Mu, Na, OP, Te, VS