I'm interested in people's thoughts on the debuffs available in Vanilla currently. To my mind, they're mostly very weak for practical purposes. I think part of this is because too many of them are essentially of the "save or suck" variety, but I may also have not been treating them right in-game, and...well, let's go through them.
And...that's pretty much it. Just 4 different debuffs. There's Polymorph, but that's not really a debuff, just a "save or be a completely different monster". Which is pretty damn weird, and I'm not sure what to do about it yet.
Since I'd really like to make possible an archetype of player that buffs itself and debuffs monsters before getting into melee (or ranged physical) combat, I would very much like to expand that.
One thing that (as you can probably already tell) I'd like to do is make resistance more fine-grained, and ideally, make fewer monsters outright immune to debuffs.
Also, based on my reading of the mon_resist_effect() function, it appears that as you get to higher levels, it becomes close to utterly useless to even try debuffing any monsters, whether they automatically resist the effect or not. Even attempting to apply an effect (a hypothetical one) that a monster is not immune to, that has a power rating (which seems to be equivalent to duration) of the player's level, to a non-unique monster first found on dungeon level 70 (the 3500' level), the monster has an 85% chance to resist that effect. When you're fighting monsters from deeper than level 85, their chance to resist will be above 100%. And none of the debuffs have an endgame power level higher than character level.
I'd like to change that to make all resist attempts directly dependent on monster level vs character level as well as monster level vs power level.
In terms of new debuffs, here's what I've come up with so far:
I'm open to all kinds of suggestions—including suggestions for how to play the existing debuffs in Vanilla optimally.
- Confuse Monster - the spell at least gives you a bolt; the scroll is downright ridiculous, just attempting to apply Confusion to the next monster you attack in melee, which is so very unusual. As is too often the case, though, a great many monsters, skewed toward the more powerful (and, IIRC, including all uniques) are straight-up immune to confusion. But, as noted, Confusion is pretty much the epitome of a "save or suck" debuff: for its duration, all spells are negated, and the monster has to get lucky to land a melee hit on you, so it basically means that a ranged character can kill you for free, and a melee character very cheaply. However, somewhat oddly, this is actually the very first debuff that arcane casters get access to, at level 5 for pure mages.
- Sleep Monster - This isn't quite as bad as Confusion to be affected with, but it shares the same resistance flag (or at least, that's what the spell description says). On the plus side (for the monster), one hit from the player and you're back up again. On the minus side, you may stay asleep for some time while the player runs away and heals up. This has single- and multi-target versions, which I think is a distinct improvement over Confuse Monster.
- Slow Monster - This is a little better. There's no resist flag for Slow, which is a little odd, and means that all uniques resist it, and no one else. Actually, I think that Slow is a very good debuff, though I think that resistance to it should be a little more fine-grained...and I think it should be possible to apply to more than 1 monster at a time.
- Scare Monster - Fear is a debuff that's only helpful when you're trying to retreat, particularly with monsters' improved ability to find smart ways to flee from you in recent versions. And again, it's automatically resisted by all uniques, and a fair number of other monsters (a similar set to those that resist confusion, since a lot of them are the mindless monsters).
And...that's pretty much it. Just 4 different debuffs. There's Polymorph, but that's not really a debuff, just a "save or be a completely different monster". Which is pretty damn weird, and I'm not sure what to do about it yet.
Since I'd really like to make possible an archetype of player that buffs itself and debuffs monsters before getting into melee (or ranged physical) combat, I would very much like to expand that.
One thing that (as you can probably already tell) I'd like to do is make resistance more fine-grained, and ideally, make fewer monsters outright immune to debuffs.
Also, based on my reading of the mon_resist_effect() function, it appears that as you get to higher levels, it becomes close to utterly useless to even try debuffing any monsters, whether they automatically resist the effect or not. Even attempting to apply an effect (a hypothetical one) that a monster is not immune to, that has a power rating (which seems to be equivalent to duration) of the player's level, to a non-unique monster first found on dungeon level 70 (the 3500' level), the monster has an 85% chance to resist that effect. When you're fighting monsters from deeper than level 85, their chance to resist will be above 100%. And none of the debuffs have an endgame power level higher than character level.
I'd like to change that to make all resist attempts directly dependent on monster level vs character level as well as monster level vs power level.
In terms of new debuffs, here's what I've come up with so far:
- Dazzle Monsters - Reduce the to-hit and/or to-dam values of affected monsters by some % for a level-dependent duration. Specifics will need testing for balance, as I want this to start as a very low-level spell.
- Fear Ladder - The Legend pen-and-paper system uses a "fear ladder," with four different levels of fear that can be applied, Shaken, Frightened, Panicked, and Cowering, with associated levels of debuff. I'd like to do something similar, with the current Afraid condition being roughly equivalent to Panicked. This would allow the spells which inflict Fear to initially apply the Shaken condition. I'd have to work out some way to avoid spamming to make every monster Cowering in four shots, but I think I can balance that.
- Entangle - This is a debuff I've already added, which roots monsters (or the player) in place, but doesn't prevent attacks or spells. Just gotta figure out where to put it.
- Blind - Another debuff I've added, which prevents monsters from using sight & sound information to find the player (sound as well because just turning off sight makes the effect on monster movement nearly undetectable), and prevents spellcasting.
I'm open to all kinds of suggestions—including suggestions for how to play the existing debuffs in Vanilla optimally.
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