Lair Larrikin
Posts: 27
Joined: Monday, 23rd May 2011, 02:56
Proposal: Redesigns to Torment, Hellfire and Caster AI
This is a set of ideas I've been tossing around in my head for some time and decided to put it on paper. The core concern is this: Casters and caster effects, specifically those in the extended end-game represent a poor substitute for tactical play. While casters can be interesting early, they degrade over time as the PC becomes more powerful. To makeup for their lackluster damage output in the extended end game, hellfire and torment are used to keep the player on their toes and to keep runes 6-15 treacherous. I feel like an improvement can be made specifically to the extended end game such that we don't have to rely on 'pure' damage any more, as well as tighten up caster design.
This post is specifically about the way damage is handled in the extended end game, so in regards torment and hellfire specifically...
1. It's lazy design
A lot of the game is spent finding ways to mitigate the threats that you are going to encounter. Fighting Orbs of Fire without rF is silly. Going into snake without rPois is silly. Walking into Elf without no ticks of MR is asking to get banished. You need to consider what they threats are and whether or not you have the tools to deal with them. You don't necessarily need any resistances to finish the game, but you at least have to have some kind of plan. If you want to fight an OoF without rF, then maybe antimagic will do the trick. That's at least a decision that the player makes and it's interesting. It's making the best of a bad scenario and at it's core, it's problem solving.
Hellfire and torment are the way they are because there is a very real chance that a PC will find themselves in a situation where elemental damage is a joke and physical damage can be almost totally ignored. Hellfire and torment don't care about your gear and even at rN+++, torment still does very threatening amounts of damage. The problem is that it's a lazy way to make the end game scary. That's a bandaid solution to the PC scaling into the end game and it's implemented by simply adding 'pure', unmitigateable damage to the game. Right now, it's there because it needs to be there. Now, pure damage isn't necessarily a problem and hellfire really isn't a bad mechanic except...
2. The only reason you are alive is because caster mobs are stupid
Casting mobs never act in an ideal manner and god knows that if they did in the game's current state, it'd be a disaster. The problem is here that when you are dealing with threats that are dishing out pure damage, depending on a few variables, the amount of damage that can be unleashed on you can range from 0 to 200+ depending on how they act. For reference, if you there are 2 things that can torment you, 1 thing that can hellfire, you can get knocked down from 200 HP to 0 HP in one turn. That shit don't work on paper and it's only the idiotic nature of caster AI that you can even touch extended. It's only caster AI as well that doesn't actively try to slaughter you post haste. Centaurs and Yaktaurs will shoot at you every turn they can. Melee dudes will walk up to you and beat your ass in every turn they can. Ancient liches will go full retard and cast at you maybe one out of 3 or 4 turns...except when they don't and decide that summoning a 1 and lobbing crystal spears is the best thing (which it is!). This really comes full circle back to my point at the beginning of this section: Caster AI acts really poorly compared to the rest of the game.
If you are level 4 and an orc warrior comes around the corner, you know exactly what to expect and can act accordingly. If you are level 12 and a group of death yaks is staring you down, you know exactly what to expect and can act accordingly. If you see a group of yaktaurs on D12 (do they spawn that soon? I dunno) and are low on life, you know exactly what to expect and can act accordingly. If you see an Ancient Lich, you have a list of literally 24 spells subdivided into 4 sets that he can cast at you, but there is also a good chance that the lich will just walk at you for a few turns as well... What? Why would it do that? It makes sense on some caster/hybrid mobs like Saint Roka, who can slaughter you from afar with a scary smite, or hit you for a billion damage with the sharp edge of his stick, but for a lich? All you are doing is introducing some ridiculous variance by forcing this particular class of NPC to act stupid.
Now, this doesn't mean that I think every caster should be employing the Orb Weaver strat of 'run away like a bitch oh my god I want to slit my wrist every time I see this enemy' AI, but I think we can do better than the current implementation.
Casters in Crawl have Trisomy 21, and it's part of what enables some really sloppy design with ultra-high variance which is part of why there needs to be this crutch of 'pure' damage anyway.
3. Because of how high variance is, it's impossible to play around a worst case scenario, because the worst case scenario is often times death
Like I said before, 2 tormentors and a hellfire-capable mob can kill you from 200 HP in one turn*. The tactical nature of the game kind of breaks down after awhile. Between the number of tools you have and how versatile the PC becomes, it's really hard to throw something at the player that forces them to utilize clever positioning or think about their kite/retreat path, when even the dumbest of melee PCs can have RMsl and Flight castable. So you just employ difficulty the way Ninja Theory does and just jack up numbers until something becomes scary. As I see it, pure damage -- as it is currently implemented -- is being used if not as a tactics-replacement, at least as a supplement to the idea.
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How to fix it
Fixing this without introducing some other kinds of problems is pretty hard. Any adjustments to systems at hand can have terrifying side effects and to say it'd be 'simple' is comical at best. That said, here's what I came up with as starting points
Torment no longer does damage
Torment doesn't do damage anymore. Instead, torment applies a debuff that stacks up to 3 for some number of turns. The torment debuff incurs rN- and adds an additional 10-20 of negative damage from every source of damage taken, increasing by 10 for every stack of torment. Torment checks MR and has a spell power dependent on who is casting it. For most end-game monsters, I think a spell power of 225 is appropriate, giving it a 63% chance to be applied against MR of 200. The chance to add additional stacks is reduced by a 1/3rd for every stack, so assuming those numbers stay constant, the chance to add a second and third stack would be 42% and 28% respectively.
The idea here is that torment by itself isn't that threatening, but with other enemies, it becomes a really serious threat. It'd also give MR a little more value and make pots of cancellation more precious. Choosing when to engage with the debuff and when to retreat and figuring out what you can get away with would be a big part of managing it.
Hellfire does elemental damage and makes itself scarier
Hellfire does more normalized damage (I'm thinking like 25-40 instead of 3-60) and checks fire resistance and applies a -rF debuff for some number of turns. Alternatively, hellfire could just check against your lowest resistance among rC rF and rN and shred that instead, making it exceptionally scary if you are walking around with no resistances in a specific slot. The goal here is to remove pure damage as a crutch to still inflict threatening damage to the player.
Casters act like they know how to cast
Give casters the ability to make better decisions. If you are at max range, a lich that can cast OoD will probably cast OoD, but give that spell a cooldown. They way I'd implement caster AI is to give them sets of tiered spells and force a cooldown on each tier. So something like OoD might be a Tier 1 spell, but Mystic Blast might be Tier 3. Casters will probably always reach for that tier one spell, but if you can dodge or mitigate it, you don't have to deal with it again for some number of turns. This could also have an interaction with antimagic, where instead of incurring a fail chance, the internal CD has a chance to be delayed. This is somewhat dangerous though as if you round a corner to 3 casters, the results could be pretty devastating.
Some minor changes to resistances
On the back of the Hellfire and Torment changes, I'd like to see resistances go from 50/35/20 to 50/37.5/25. I'd like the see rN put on the same scale to keep it threatening, since torment damage will be checking that resistance. It'd also make resistance shredding a bit scarier and keep damage relevant.
These kinds of ideas are pretty rough and without some thought, brainstorming, and testing, they aren't something I'd ever condone to just ship, but I hope they are at least a starting point for a conversation.
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Considerations
This list of changes is huge and scary and fundamentally reinvents pretty big portions of the game. Even as early as D3, intelligent Orc Priests and Orc Wizards are going to be threatening in different ways that can easily result in monstrous amounts of damage to the PC that early. Changes to torment makes some monsters way more threatening and other monsters a joke. This isn't a complete list of potential considerations surrounding these changes, but just some of the big ones.
The Good
- With the changes to torment, development gets significantly more knobs to turn when making adjustments. It could be a very easy way to make further changes in the future to extended end game without simply throwing 'more' at the player.
- There would be room for casting mobs to enjoy much tighter design. When you can start to direct which spells get cast in which order, there is a lot of potential to make casters threatening in different ways for different reasons, instead of just giving them a spell list.
- All kinds of damage would always check the player's gear and mutations. No longer would the end game have to rely on pure damage to be threatening. Gear is always, always relevant for all sources of damage. I think this is a big win for a game where a huge portion of the progression is dictated by gear.
The Bad
- Monster design for those with torment and hellfire would need to be revisited. Some monsters would become jokes. Tormentors by themselves would be really terrible and would probably need more than torment. It'd be a lot of work.
- Monster design for casters across the board would need to be revisited. As I mentioned earlier, one orc priest and one orc wizard coming into LoS vs a level 5 PC can very easily be a death sentence. Their'd have to be a solution to avoid 3 smites in 1 turn when you happen to turn the wrong corner. Casters would have a lot more front end and it'd probably be problematic.
The Ugly
- I can't imagine that the first version of the game that ships with changes such as these will be very tightly tuned. If you are willing to tear down a lot of the systems that make the endgame challenging and rebuild them, it's probably going to be very hard and/or very easy in places where it shouldn't be. Re-tuning the extended end game is going to be hard, with the only consolation being that it'd probably be relatively easy to iterate on. No matter what, the road will be rocky.
- All this together would be a tremendous amount of effort. The list of changes here is not even close to complete.
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Finally...
So after I've spent a week thinking about how I'm going to rag on Dungeon Crawl, and a half-dozen hours typing and retyping this up, I guess it's important for me to state that I really like this game and I find it really exceptional. I think the devs do a fantastic job and compared to most other games I have *strong opinions* about, the sins that DC:SS commits are quite minor. If we are being honest, this is nitpicking about a relatively minor aspect of the game I don't think the game itself is somehow fundamentally flawed or 'bad' because of torment, hellfire, or caster AI. Please don't interpret this as a 'Blizzard doesn't care about Shamans' post, because it isn't intended as that.
- For this message the author Kautzman has received thanks: 7
- bananaken, eyoson, grisamentum, Hurkyl, tedric, TeshiAlair, XuaXua