Ziggurat Zagger
Posts: 3037
Joined: Sunday, 2nd January 2011, 02:06
Nerf the no-brainer spells
dpeg wrote:Yes, I agree with all of that. Coming up with a specific proposal (formulas/numbers) for the low-hanging fruit would be very useful. Hinthint
A (power/5) boost to AC against ranged attacks would probably be pretty solid for Repel Missiles. At around early Lair, an air elementalist training charms regularly would break 50 spell power fairly easily, for an average of 5hp armor reduction against ranged attacks. If damage is reduced to 0, no effect procs from dispersal, exploding, etc. brands on the attack. That's enough to shut down kobolds throwing darts, and will occasionally block centaur arrows and orc wizards' Throw Flame, but generally speaking part of the damage from any appropriate threat will get through. If the player runs into an OOD dragon, they still have to run. A caster with a different focus will have less reduction; a wizard trying to get by on the bare minimum charms and air in order to get Bolt of Foo or Throw Icicle online is going to have around 15 spell power, for only about 1.5hp armor reduction against ranged attacks. Might not be worth it yet for the wizard, and might not be worth it ever for more xp-demanding builds, like transmuters. In the post-endgame, a Tornado Crusader who takes pains to max out air and charms (scoff here for maxing charms) and is packing a staff of air will be able to essentially ignore yaktaur packs and will reliably shave 20hp extra off Iron Bolts and Crystal Spears, but a more typical character will have maybe 27 spellcasting, 13 charms, and 8 air, for around 90 spell power, give or take for intelligence. That's around 9hp average reduction, which will definitely help but won't solve yaktaur problems all by itself. Deflect Missiles can either have a 1.5x multiplier, or it can just continue past a spell power cap that's applied to Repel Missiles. Note that applying the bonus to AC rather than its current implementation is intentional -- reducing the monster hit bonus allows users to double-dip because the effect kicks in against both EV and SH. AC has a much more predictable benefit as it rises compared to the other two, which asymptotically approach invulnerability once they get past the monster hit bonus.
Swiftness probably needs to produce glow. It's essentially mini-Haste, and it's going to be problematic for the same reasons if the player can keep it up permanently. Additionally, if the delay reduction was changed to floor(power/50)+1d2-1, a character just dabbling in charms and air would only get any bonus at all about half the time. To be guaranteed the ability to outrun those orcs, you'd have to train the relevant skills at least somewhat, and further training is meaningful. At full power, you get the Flight bonus without Flight, but remember that's a dedicated Tornado Crusader we're talking about there, not typical at all.
Abjuration simply needs to not affect everything on the screen. A single smite-targeted tile, or a Fireball-sized AoE with line-of-effect would probably do. If monster summoning needs to be nerfed afterward, fine. The standoff between monsters that can summon multiple 1s in a single turn and players that can dispel multiple 1s in that same turn can be fixed by simply disarming both.
For Blink, I believe the real problem is the cheap availability of teleport control. It isn't really a problem that a caster can rope-a-dope a hill giant under controlled conditions in a safe area, and the risk that it'll dump you into melee with the isolated threat is non-trivial even if you take pains to stack the odds in your favor. The problem is when Blink becomes a nearly 100% reliable 1-action escape route against every threatening opponent(s). Even ranged threats can't get you if you can break LOS, the edge of which is rarely farther than one semi-controlled Blink away. The Teleport Control spell would be a more costly investment at level 6 or 7; the food cost would be non-trivial for nearly all characters to say nothing about an average of 12 to 14 levels of translocations and charms. The ring of teleport control would take its place alongside levitation and invisibility as an evocations-triggered effect, which must be triggered in advance rather than turned on and left that way. Perma-CTele is too good for many of the same reasons perma-Inv would be.
- For this message the author KoboldLord has received thanks: 4
- dolphin, dpeg, galehar, Shade