Ziggurat Zagger
Posts: 4432
Joined: Friday, 8th May 2015, 17:51
Luring nerf
1) Luring to fight in better terrain (kill hole, corridor, stairs, near traps etc.)
2) Luring to avoid getting more monsters from noise
3) Luring to split packs
4) "Luring" used as an escape method
I believe all those luring tactics are good and can stay but they must not be that time consuming.
So I suggest the following mechanic:
If you moved for N turns with a monster in view, you get a penalty for all your actions except movement. For example, casting a spell will take 1.1 turn instead of 1.0, attacking with a weapon will take 0.8 instead of 0.7 etc. Of course there can be a progressive penalty (the longer you move, the greater the penalty is and the longer it lasts). Also zigzags and corners exist, so it is not enough to just lose the monster from view for a turn or two to reset the penalty, the penalty is removed if you don't see the monster during M turns. So you will be able to escape from dangerous unique if you want, just be prepared for being slower if you need to kill some goblins who block escape route. But retreating far back into that kill hole now will stop being always optimal, you will have to analyze situation, maybe it is better to fight right now or retreat not that far. Also you still can split packs but it will be optimal to not retreat very far for that.
N and M can be changed after playtesting, my initial values would be something like 20 and 10.
Overestimated: AC, GDS
Twin account of Sandman25