Remove Player Ghosts
Proposal: Remove Player Ghosts from the game.
Reasons:
- Player ghosts are limited to a melee attack and spells; a lot of characters create easy bags of XP when their invocations, form spells, ranged attacks, etc. are stripped from the character.
- Occasionally player ghosts (especially conjurers) do manage to be something absurdly strong. Examples I've actually seen:
- TeAE died in Lair with Conjure Ball Lightning, Meph Cloud and Swiftness; while wielding a Lajatang of Electrocution.
- SpEn died on Orc:4 with Dazzling Spray, Confuse, Ensorcelled, Invis...and a dagger of chaos.
- Some ghosts fixate on weak spells.
- Saw an Ogre Wizard that died with Sticky Flame and Fireball castable. The ghost spammed blink and summon butterflies.
- With GauBot active; I've seen 5 different GauBot --Be ghosts in one game and all of them were just as boring as the last. (Similar danger to just adding a silenced Frost Giant to the floor). [Melee backgrounds make boring ghosts. Bots add a lot of boring ghosts to the game.]
- Overall it boils down to; especially if you are lopping off half of player capabilities, it makes no sense to create 'dangerous monsters' from players that died here, because it creates both absurdly strong ones and absurdly weak ones.
- If you wanted random unique it makes more sense to create code specific to random unique instead of picking through bones files.
Either; cleanly remove ghosts (1) or replace them with something with random melee's and spells that are reasonably dangerous (as much as a normal unique) for the depth they are being spawned at; like an early game equivalent to an Ancient Lich or Pandemonium Lord. (2)
- For this message the author bcadren has received thanks: 7
- Arrhythmia, duvessa, ElectricAlbatross, ion_frigate, rockygargoyle, Sandman25, Sprucery