I just lost a rogue at around 800'. I tried to take on Gorbag in melee; that was a bad idea, but I couldn't physically run away because he was being escorted by some energy hounds; their breaths as I fled would have killed me. So I used a scroll of Teleport...and landed in a room of light hounds with no exits visible. With about 50HP left, a stack of 8 cure serious wounds, and my only escape being scrolls, I just chugged healing and hoped for a turn when none of the hounds breathed. With ten hounds and a 1 in 5 breathe chance, the odds should be about 10% that a round should pass without any of them breathing, but it never happened. And I couldn't take turns to kill them because they dealt damage almost exactly as fast as my potions healed it.
I'm not going to argue that light hounds are unbalanced because of this. I could have easily survived this by carrying a staff of Teleport; I didn't because 98% of my games don't need one, so I don't go out of my way to buy one and just carry the first one I find instead. I do find it a bit annoying how status ailments work in Angband, though -- you can cure the ailment, but the monster will just immediately pile it on again. Particularly, the only sources of temporary confusion/blindness resistance are so laughably rare that it's simply not worth dedicating inventory slots to them...and heck, there's no temporary source of free action.
I'm not going to argue that light hounds are unbalanced because of this. I could have easily survived this by carrying a staff of Teleport; I didn't because 98% of my games don't need one, so I don't go out of my way to buy one and just carry the first one I find instead. I do find it a bit annoying how status ailments work in Angband, though -- you can cure the ailment, but the monster will just immediately pile it on again. Particularly, the only sources of temporary confusion/blindness resistance are so laughably rare that it's simply not worth dedicating inventory slots to them...and heck, there's no temporary source of free action.
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