I know we've discussed this in the past, but I couldn't find a specific thread dealing with it. The nexus stat swap effect is...not really remotely reasonable. To take an extreme example, I had a half-troll paladin (STR 18/130, INT 3, WIS 18, DEX 6, CON 18/90, CHA 5) who got his WIS and CHA swapped on him before he even realized there were nexus hounds in the area. I guess you can blame me a bit here for having such unbalanced stats, but should I really be expected to balance my stats just so that nexus breaths can only mostly screw me over? It's not like I was failing to optimize my saving throw to the extent possible either, barring my choice to play a half-troll.
If I'd wanted to play a crippled warrior I would have rolled a warrior, not a paladin; thus, I suicided the character*. I know at least one other player here considers the stat swap effect to be equivalent to an instadeath since it can render characters unplayable. I suggest we simply remove it outright. Maybe we can increase the damage cap on nexus effects to compensate, though frankly the danger of being teleported uncontrollably about the dungeon or to a different dungeon level seems quite enough to me. Alternatively, it could be interesting if the stat swap were temporary. Barring that, just turn it into a stat drain. Or make it teleport one of your pack items somewhere else on the dungeon.
As a reminder: when you are hit by unresisted nexus, with a 3 in 7 chance you are teleported (with range 200); with a 2 in 7 chance you are teleported to the monster that hit you with the effect; with a 1 in 7 chance you are teleported to a different dungeon level (if you fail a saving throw); with a 1 in 7 chance two of your stats are swapped (if you fail a saving throw). This is all defined in spells1.c's apply_nexus function. Keep in mind that at the depth that nexus hounds show up, most players will not have had a chance to improve their WIS scores much, which means their saving throws will be pretty poor.
* Incidentally, why are suicides not scored?
If I'd wanted to play a crippled warrior I would have rolled a warrior, not a paladin; thus, I suicided the character*. I know at least one other player here considers the stat swap effect to be equivalent to an instadeath since it can render characters unplayable. I suggest we simply remove it outright. Maybe we can increase the damage cap on nexus effects to compensate, though frankly the danger of being teleported uncontrollably about the dungeon or to a different dungeon level seems quite enough to me. Alternatively, it could be interesting if the stat swap were temporary. Barring that, just turn it into a stat drain. Or make it teleport one of your pack items somewhere else on the dungeon.
As a reminder: when you are hit by unresisted nexus, with a 3 in 7 chance you are teleported (with range 200); with a 2 in 7 chance you are teleported to the monster that hit you with the effect; with a 1 in 7 chance you are teleported to a different dungeon level (if you fail a saving throw); with a 1 in 7 chance two of your stats are swapped (if you fail a saving throw). This is all defined in spells1.c's apply_nexus function. Keep in mind that at the depth that nexus hounds show up, most players will not have had a chance to improve their WIS scores much, which means their saving throws will be pretty poor.
* Incidentally, why are suicides not scored?
Comment