Hm I guess I could try using one of those gale force thingies to push away a super-strong plant boss that's got me pinned for twenty turns? I don't know whether that works. It seems like the plant might just resist the knockback though. It's no psychoportation... That ability was like the old version of Rush, in that it was so good that you'd probably always want it around. I don't know whether psychoportation is even gone?? But anyway it seems like it's gone from the early game at least. Try not to get stunlocked, Ziguranth!
Haha yeah that's ToME.what folks have been talking about in regards to insane play sounds to me like it's been every single time I've looked at it since the higher difficulties have been a thing -- lots of chaff and occasionally something just one-shots you and there's not much you can do about it besides stay well away from stuff that'll casually squish you (and playing to do that will probably be pretty unpleasant). Which is how insane's basically always came across,
I think a crucial part of that has always been that this game hardly ever lets you get hurt in long-lasting ways. You can miss out on a quest here and there, but that's about it I guess. You can't take a severe injury that requires in-game months to heal (or that never fully heals). You can't have your equipment damaged by powerful attacks or bad cave-ins or corrosion from an acid-pool trap. You can't help yourself in the short term but hurt yourself in the long term by taking your time beating your immediate foe while the larger enemy army advances unimpeded behind the scenes, because the game doesn't usually simulate behind-the-scenes activity of that sort. Almost everything comes down to the immediate fight with just a few monsters, after which you can normally rest until you are in absolutely perfect health in all ways. So every fight has to cram in an entire game's worth of challenge; it's not good enough for a monster to just get in your way briefly or wear you down a little, because you have the ability to rest after every few fights, and resting is vastly overpowered.
I think that that is the root of this kind of problem in this particular game, and I think it will probably never change much. Adding better enemy AI could probably improve the situation; adding a new character class that relies heavily on a new resource that actually doesn't come back quickly or frequently and must be managed carefully over an entire run could maaaaybe solve the problem (albeit only for that class). But otherwise I think most of the game would just need to be reworked, for this problem to be properly solved.
I'm glad somebody is working on the enemy AI, even if the result isn't always ideal. I think that's the best hope there is for ameliorating this game's deepest, largest flaw.
Another potentially powerful and cost-efficient angle of attack might be to add one or more long-term time limits, driving the player to actually care HOW those easily beaten weak enemies are beaten - you'd be wanting to fight them efficiently, and not just safely, which could add a lot of interest and challenge. I think maybe that could help a lot. Time limits have great potential to be annoying or frustrating though... and they could possibly change the feeling of the game drastically.