Swamp Slogger
Posts: 135
Joined: Saturday, 21st February 2015, 07:40
Malmutate Discussion
In response to some of the discussion in the amulet reform thread, I felt it might be a decent idea to discuss Malmutate, especially in light of the recent amulet changes (removal of rMut).
My personal outlook is thus: While it's nice to say that mutators are easy to counter, which is a claim that some people have made, the truth of it is still that you could walk into LOS of a Shining Eye or something similarly uncomfortable and promptly receive Frail (-10% hp) or something equally shitty (say blurry vision) because you thought maybe you could hit it with your skill 18 throwing and turned out to be wrong, or didnt deal enough damage, or your summons appeared in the wrong places, etc. And this could all happen in a very short span of turns, as malmutation often does. (I've been malmutated turn 2 in LOS of a mutator, and I could swear I've seen t1, but am less sure on that)
So without some form of mutation resistance, for a lot of characters many encounters with mutators where you cant immediately duck behind a corner stand a good shot of you eating something that makes your character worse in a permanent way (frail being particularly bad).
Getting permanently mini-tormented for a situation where your call wasn't even that bad (try to kill it before it malmutates) which you don't even have to be particularly unlucky to get in feels spectacularly bad. With things as they are I feel discouraged to ever set foot in Slime or Extended, which is admittedly a good way to mitigate malmutation probably.
With rMut in the game, if your first action was to equip rMut you still had to deal with the mutator as a dangerous threat, but as long as you took care of it within a reasonable number of turns, spending a good damage option on it or taking a few steps around a corner or the like, you had a decent shot at not getting any mutations at all. Unideally, this could still fail you, but you had a greater timeframe with which to work with.
So, this is my problem with no rMut from a feelings point of view.
From a design point of view, the fundemental problem with Malmutate in particular: Malmutate shares a number of characteristics with the bygone Item Destruction
Both of them existed for the sake of damaging your strategic resources in a permanent way (Arguably not a problem, except for the following)
Both of them could arise in situations where there is no convenient way to solve them with positioning
Both of them result in tedious behavior: For item dest dropping your items, for malmutate amulet swapping/carrying (now removed), or not using autoexplore and spamming summons in mutator dense areas in order to maintain positioning
Both of them could still harm the player even if direct mitigatory action was taken: for item dest, not dropping all your items fast enough, for malmutate failed blocks with summons, insufficient ranged damage, or unlucky walk away
Both were patched with resistances that made the problem go away and was extremely desireable at the very least for convenience purposes (rMut, Conservation)
Both of them were often found on weak monsters which in themselves posed no threat to the player, but where tension was created from the shitty feeling of being afraid of having your good run screwed up by a orc wizard (itemdest) or neqoxec (malmutate).
Of the Mutators, with the exception of Orb of Fire which is a very scary monster even without Malmutate, most of the mutators are not threatening in the least aside from their signature ability.
Malmutate is less noticeably bad on some of these things because of its lesser presence in the game, but that does not make them less problematic. This is especially noticeable in areas with an increased density of mutators (Slime, ziggurats, Extended (note from hearsay, hitherto unvisited by me except vestibule and pan)).
Proposed solutions:
Pure Stopgap: increase spawn rate of Cure Mut. This allows the use of another strategic resource to reset the strategic harm of mutations. At the moment getting a game where no curemut spawns at all is very very easy.
Odd halfway solution: make malmutate a multi-turn channeled thing like word of entropy and convoker recall. Possibly don't have it interupt other actions. This gives players several turns to deal with the threat appropriately, and makes it much more their fault if they get malmutated anyways. If malmutate is deemed to be too weak with this addition, possibly have it cast several malmutations upon the player when the duration runs out, or have malmutate become smite-targeted instead.
Preferred solution: Make all malmutations temporary but xp-gated in the way of wretched stars. Remove cure mut. This means that they do not lose the entirety of their strategic impact but mitigate most of the issues listed above. If a player gets malmutated they still have to deal with the consequences of the mutations, but stand a chance of being free eventually. It is possible that malmutate would need to also give several mutations similar to wretched star version to make mutators still feel dangerous in this case. It is possible this is unneeded as wretched stars are supposed to be particularly nasty. In this system Zin's resistance to mutation could be lowered and the capstone could be changed to remove several malmutations instantly for some piety in a reusable fashion.
With all of these solutions, contam and the like could still probably give permanent mutations.
http://crawl.akrasiac.org/scoring/players/hyperwalrus.html
http://crawl.akrasiac.org/scoring/players/walrusking.html
- For this message the author WalrusKing has received thanks: 2
- grisamentum, Lasty