The problems with status effects in Angband, in the various iterations of trying to make them both fun and balanced, can be overviewed as follows:
1) Either they're probabilistic, and thus too unreliable to use,
2) Or they always work, and they're too good to NOT use,
3) Or they always work, but they're nerfed to the point where they're never worth using,
4) Or some monsters are immune and some monsters are not (eventually leading to everything you'd want to effect being immune), making it just something you use until you're diving to the lower levels.
Divinity Original Sin 2 ( http://store.steampowered.com/app/43...riginal_Sin_2/ ) is a tactical RPG that came out recently, and it has what I think is a novel solution to status effects:
All units don't just have HP (called Vitality), they also have two more bars called Physical Armour and Magical Armour. How big these bars are is influenced by what equipment you wear, so different allies and enemies have different distributions between these two bars. Physical damage is dealt to Physical Armour first before being dealt to Vitality, and Magical damage is dealt to Magical Armour first before being dealt to Vitality.
In addition, many terrains and attacks apply status effects, but ONLY if the respective Armour type is at 0. For example, fire terrain applies burning if magical armour is 0, and a skill called 'Chicken Claw' turns the target into a chicken, but only if their physical armour is 0. In addition, healing skills are diversified - some heal vitality, some heal physical armour, some heal magical armour. Offensive skills are split between raw damage, damage + status effect, and status effect only. (Terrain is also a core concept, by the way - many skills create, destroy and interact debilitating terrain such as water, blood, ice, electrified fluid, poison, oil and fire.)
Because of the variance in enemy physical/magical armour distributions, it's smart to have good ways to deal both physical and armour damage, AND to apply debilitating status effects of both kinds so you have flexible ways to take any problem enemy out of the fight, and you can get all your allies into fights with enemies that they can take out the fastest.
I'm not sure what the best way to retrofit this system onto Angband (or even a variant) would be, but this is the first status effect system I've seen in a while that isn't trivial (either you always want to apply a status effect, or you never do, or it's a percentage play and you use it exactly when it's more reliable than reducing their HP to 0).
1) Either they're probabilistic, and thus too unreliable to use,
2) Or they always work, and they're too good to NOT use,
3) Or they always work, but they're nerfed to the point where they're never worth using,
4) Or some monsters are immune and some monsters are not (eventually leading to everything you'd want to effect being immune), making it just something you use until you're diving to the lower levels.
Divinity Original Sin 2 ( http://store.steampowered.com/app/43...riginal_Sin_2/ ) is a tactical RPG that came out recently, and it has what I think is a novel solution to status effects:
All units don't just have HP (called Vitality), they also have two more bars called Physical Armour and Magical Armour. How big these bars are is influenced by what equipment you wear, so different allies and enemies have different distributions between these two bars. Physical damage is dealt to Physical Armour first before being dealt to Vitality, and Magical damage is dealt to Magical Armour first before being dealt to Vitality.
In addition, many terrains and attacks apply status effects, but ONLY if the respective Armour type is at 0. For example, fire terrain applies burning if magical armour is 0, and a skill called 'Chicken Claw' turns the target into a chicken, but only if their physical armour is 0. In addition, healing skills are diversified - some heal vitality, some heal physical armour, some heal magical armour. Offensive skills are split between raw damage, damage + status effect, and status effect only. (Terrain is also a core concept, by the way - many skills create, destroy and interact debilitating terrain such as water, blood, ice, electrified fluid, poison, oil and fire.)
Because of the variance in enemy physical/magical armour distributions, it's smart to have good ways to deal both physical and armour damage, AND to apply debilitating status effects of both kinds so you have flexible ways to take any problem enemy out of the fight, and you can get all your allies into fights with enemies that they can take out the fastest.
I'm not sure what the best way to retrofit this system onto Angband (or even a variant) would be, but this is the first status effect system I've seen in a while that isn't trivial (either you always want to apply a status effect, or you never do, or it's a percentage play and you use it exactly when it's more reliable than reducing their HP to 0).
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