Higher-level Wild infusions remove more effects

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bricks
Sher'Tul
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Higher-level Wild infusions remove more effects

#1 Post by bricks »

Another idea to generate loads of discussion :P.

Wild infusion are great early game, since they can keep you from dying to a poison vine in Norgos' Lair or getting Freeze-locked by the Shade. As soon as ghouls and corrupters begin showing up in force, you can be so loaded down with status effects that removing a single effect is of minor utility (especially when you have no control over which effect is removed!).

Thus, I think the higher-level wild infusions should be able to remove more than one effect. Most in-game versions of dispel can remove multiple effects (Providence, Corrupted Negation, and Dispersion). Wild infusions shouldn't be quite as powerful, since they are instant, but removing a single effect is far less valuable than a solid shielding rune or invisibility once you pass into the late-game.

As an aside, the damage reduction could use a buff, even at the expense of a shorter duration, to put them more on par with shielding runes. (I'm less certain about this; I haven't played around too much with Wild infusions for the damage mitigation.) I know these changes would make Antimagic much more appealing to me.
Sorry about all the parentheses (sometimes I like to clarify things).

lukep
Sher'Tul Godslayer
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Re: Higher-level Wild infusions remove more effects

#2 Post by lukep »

Something like:
low level: 100% chance to remove one effect, 3% chance to remove a second effect
mid level: 100% chance to remove one effect, 47% chance to remove a second effect
(very) high level: 100% chance to remove one effect, 100% chance to remove two effects, 25% chance to remove a third effect
might work.
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Zonk
Sher'Tul
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Re: Higher-level Wild infusions remove more effects

#3 Post by Zonk »

Don't they ALREADY remove all viable effects? Their description says 'cure yourself of [...]effects' not, 'one effect'
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greycat
Sher'Tul
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Re: Higher-level Wild infusions remove more effects

#4 Post by greycat »

No, they remove precisely one effect, at random, from the categories they're able to affect.

Hedrachi
Uruivellas
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Re: Higher-level Wild infusions remove more effects

#5 Post by Hedrachi »

I thought there was a list, and they got the first one in that list, from what they have? But I dunno if I like the idea, you could just as easily get wild to get rid of confusion or stun or whatever's stopping the others, then rely on providence or the others to remove the rest.
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Aquillion
Spiderkin
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Re: Higher-level Wild infusions remove more effects

#6 Post by Aquillion »

Providence should not be mandatory. It's entirely possible to play through the game without ever getting even a chance to learn it.

(If it is made mandatory, we should have egos that cast it.)

bricks
Sher'Tul
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Re: Higher-level Wild infusions remove more effects

#7 Post by bricks »

Aquillion wrote:Providence should not be mandatory. It's entirely possible to play through the game without ever getting even a chance to learn it.

(If it is made mandatory, we should have egos that cast it.)
This was my thought exactly.

A related idea I had: Introduce two new, mid/late-game infusions. One ("Feral"?) gives pure damage reduction; another ("Soothing"?) that removes multiple effects (2-3). We could use more infusions, anyway.
Sorry about all the parentheses (sometimes I like to clarify things).

Hedrachi
Uruivellas
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Re: Higher-level Wild infusions remove more effects

#8 Post by Hedrachi »

Wasn't saying Providence should be mandatory, was saying that for celestial classes it's easy to get, for others it CAN be easy to get, and it isn't the only non-wild-infusion power that removes negative status effects. Most of the time, you aren't going to lose a character because you didn't have a power that removed more than one negative status effect.
Having satellite internet is a lot like relying on the processes described in those RFC's for your internet. Except, instead of needing to worry about statues interrupting your connection, this time you worry about the weather. I have satellite internet. Fun, no?

tiger_eye
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Re: Higher-level Wild infusions remove more effects

#9 Post by tiger_eye »

bricks wrote:As an aside, the damage reduction could use a buff, even at the expense of a shorter duration, to put them more on par with shielding runes. (I'm less certain about this; I haven't played around too much with Wild infusions for the damage mitigation.) I know these changes would make Antimagic much more appealing to me.
A good wild infusion can boost damage reduction by around 30%, and higher percentages are possible, especially late game. This is nothing to scoff at.
Hedrachi wrote:Most of the time, you aren't going to lose a character because you didn't have a power that removed more than one negative status effect
Agreed. Most characters boost their resistances to things that are dangerous to them (like stun/freeze), and/or boost their saves.

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