Sunday, 14th April 2013, 11:55 by nago
Stasis is already pretty bad now - if it would work with a increasing aura it would been totally useless: if I have no other meaning to block that eyeball paralysis than stasis, I need that working on next turn, not 10+ random turns later. And no sane player would ever wear stasis (even in places where giant eyeball are common spawn, like slimes) to get that aura, because renouncing to blink, teleport and haste for even some turns after the amulet has been removed just to eventually prevent a not guaranteed threat is a suicide.
Similarly, that warding aura must be *really* strong to make warding amulet worth wearing - like good chance (50%+) to block every enemy attack (including torment, smiting, ...) and maybe that active damage too would be nice - because summoning like now are generally in two categories: so weak I don't care how much are summoned or so dangerous (annoying in case of nexgwhatever) the first thing I do is to run/teleport away and return 100+ turns later. A more explicit example: if that DE summoner calls 10 smammals and a couple of easy 3, I can't care less if they take damage while I smash his head - I can easily dispatch them after anyway. If that DE demonologist calls two fiends, I can't care less if they loses half of health, even in 5 turns, because I could be tormented and hellfired to death three times meanwhile, the thing I'd do anyway would be to run away.
A solution that I believe could work is to make warding actually block summoners' spells: like antimagic, if they try to summon they lose turn(s), but with an aura effect. Still, I'd considering worth wearing that amulet maybe in a couple of places (elf:3, maybe against mnoleg and other unique lords,...)
screw it I hate this character I'm gonna go melee Gastronok