Here are a few common complaints about resistable high elements:
Here are some suggested solutions:
I would be inclined to also throw this last one into the mix for the higher level cause wounds spells.
The general idea here is to replace long-term annoyance with short-term dangerous nastiness. Thoughts?
- Some resistances being variable down to 1/7 makes them really only useful for preventing side effects
- RNether is not really very useful (related to the previous one)
- Nexus stat scramble ruins your character
- Disenchantment permanently damaging artifacts is no fun
Here are some suggested solutions:
- Make high resists cut a bit more damage, and be a bit more predictable
- Make artifacts immune to disenchantment; make the "damage gear" effect only one of a number of possibilities for what a given disenchantment attack will do, with others including remove buffs, charge drain, mana drain
- Make nexus stat scramble a timed effect; additionally, while the timer is running, every turn there is a chance for the stats to rescramble
- (Favourite, left until last) Replace the XP drain from nether (and probably undead life-draining melee) by a timed "damage increase" effect; this would make attacks taken by the player while the timer is running do extra damage, proportional to the current size of the timer
I would be inclined to also throw this last one into the mix for the higher level cause wounds spells.
The general idea here is to replace long-term annoyance with short-term dangerous nastiness. Thoughts?
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