crate wrote:The problem with mutations is crawl devs don't really know what mutations in crawl are supposed to do, or at least that's my guess, because I sure have no idea. Once there's a direction for mutations to go (should they be a thing players actually get? If not, why are there so many goodmuts that players will never see? If so, why don't players actually get mutations?) then other things can happen so mutations make sense.
In a similar vein: what is the purpose of malmutate on monsters? I think malmutate on monsters serves two very different purposes, and I think both have significant flaws.
Malmutate on Weak Monsters (Neqoxecs, Shining Eyes): Malmutate on otherwise weak monsters seems to have plenty of counterplay. The solution is to treat them kind of like monsters with banish when you have low MR: avoid giving them line of fire as much as possible, and kill them as fast as possible. They're easy to kill, but also potentially extremely threatening. This can work in theory, but as many people have pointed out since rMut was removed, needing to treat otherwise harmless enemies as high threats can also be annoying and tedious.
Malmutate on Strong Monsters (OoFs, Mnoleg, Cacodemons (especially if they get buffed as proposed)): These seem to be the malmutators that people like. The idea seems to be that since they're already threatening, needing to also watch out for the threat of malmutate isn't a huge nuisance. On the other hand, my issue with this is that it sometimes feels like there's no counterplay. What do you do about malmutate on OoFs? You can't just kill them super quickly like you can with Neqoxecs or Shining Eyes, you can't count on killing OoFs before they have the chance to mutate you. The end result, or at least this is how it feels to me, is that there isn't really any counterplay to it. OoFs having malmutate doesn't change the way I approach fights with them, it just means that sometimes after a fight I'm left with some mutations.
Overall, I'm just not sure if malmutate is ever really adding anything interesting to the game. I love the idea of mutations, but it feels like malmutate on weak enemies is considered extremely annoying by most, and malmutate on strong enemies doesn't really make the enemies more interesting because there isn't a good way to avoid it.
One idea that's come up in the past that I liked is replacing malmutate with an ability that gives contamination, but not enough to cause mutations with only one cast. It still gives the possibility of being mutated, but adds a bit more counterplay in the form of potions of cancellation or running away if you notice contamination buildup. I think this would help address the issues for both weaker and stronger enemies. Weak enemies like Neqoxecs or Shining Eyes would still have the potential to be threats without requiring the excessive care that they do now, while stronger enemies like OoFs would present the interesting choice of deciding whether to abandon the fight or try to finish them off if you notice your contamination getting too high.