Change impending doom and curse of death

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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supermini
Uruivellas
Posts: 800
Joined: Tue May 15, 2012 11:44 pm

Re: Change impending doom and curse of death

#16 Post by supermini »

tiger_eye wrote:Heh, yeah, fair enough--at high levels, it and it alone can kill you. But, at high levels, you should also be more prepared or more able to kill the caster quickly.

Let's not forget that, you know, these talents are also fun to use against enemies (especially ones with annoying heals and such).
Unless it uses phase door or teleport. It's also the way necros can abuse it. I killed a level 40 master in the ID with a level 15 necro using impending doom and teleport.

Right now it can be a death sentence for a lot of characters if they don't have: a) shield runes off cooldown or b) magical wild infusion. That's why I suggested that it should have -100% healmod rather than completely prevent healing. I lost 3 characters in 2 weeks to either impending doom or curse of death, so I'm not amused.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers

greyfalcon
Yeek
Posts: 10
Joined: Sun Dec 30, 2012 3:30 am

Re: Change impending doom and curse of death

#17 Post by greyfalcon »

You know, impending doom would already be a very powerful effect *just by preventing healing* even if it didn't do any damage on its own. There are some characters that just don't have a good solution to it if it shows up on adventurers or in Dreadfell.

King Gainer
Halfling
Posts: 88
Joined: Thu Jul 12, 2012 8:37 pm

Re: Change impending doom and curse of death

#18 Post by King Gainer »

I know I've had characters killed by them just because I didn't have a magic wild infusion yet.
It really isn't that uncommon to get impending doomed for more than your max health.

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: Change impending doom and curse of death

#19 Post by greycat »

greyfalcon wrote:You know, impending doom would already be a very powerful effect *just by preventing healing* even if it didn't do any damage on its own. There are some characters that just don't have a good solution to it if it shows up on adventurers or in Dreadfell.
Or in Lake Nur, or in Santascape.

Strongpoint
Wyrmic
Posts: 212
Joined: Tue Apr 10, 2012 5:33 pm

Re: Change impending doom and curse of death

#20 Post by Strongpoint »

As I tend to build regeneration tanks I hate those... Last death forced me to rage quit from adventure mode.... It's not fun to lose with maxed constitution, vitality, two good regeneration infusions. teleportation rune, movement infusion, physical\mental wild infusion.... healing item, +50% healing and 52 spell save to a single spell even if that is a farportal boss

greyfalcon
Yeek
Posts: 10
Joined: Sun Dec 30, 2012 3:30 am

Re: Change impending doom and curse of death

#21 Post by greyfalcon »

"Use a magical wild infusion" is a bad solution btw. Players shouldn't have to use a valuable infusion slot just to counter two spells that pop up infrequently. It just feels bad.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Change impending doom and curse of death

#22 Post by HousePet »

Arise recently dead thread, I command thee.

What? I'm playing a necromancer at the moment....

Anyway, I've been able to kill things with just 1 point of Impending Doom since around level 20.
Seems a bit too much.

So I'm suggesting changing these 3 lines:
mana = 70,
getMax = function(self, t) return 200 + self:combatTalentSpellDamage(t, 28, 850) end,
getDamage = function(self, t) return 50 + self:combatTalentSpellDamage(t, 10, 100) end,

To:
mana = 50,
getMax = function(self, t) return self:combatTalentSpellDamage(t, 50, 1000) end,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 100) end,
My feedback meter decays into coding. Give me feedback and I make mods.

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Change impending doom and curse of death

#23 Post by bricks »

Both abilities could be replaced with something more interesting. They're only somewhat less broken than Vaporize, and for similar reasons.
Sorry about all the parentheses (sometimes I like to clarify things).

shwqa
Halfling
Posts: 95
Joined: Fri Jan 07, 2011 8:49 am

Re: Change impending doom and curse of death

#24 Post by shwqa »

But seriously, why isn't impending doom not checked against spell saves?

tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Re: Change impending doom and curse of death

#25 Post by tiger_eye »

shwqa wrote:But seriously, why isn't impending doom not checked against spell saves?
It will be next release.
darkgod wrote:OMFG tiger eye you are my hero!

CaptainTrips
Wyrmic
Posts: 227
Joined: Thu Mar 10, 2011 9:10 pm

Re: Change impending doom and curse of death

#26 Post by CaptainTrips »

Just adding my voice, my most recent rogue was killed twice in Dreadfall, twice to rare mobs using 10+ turn Impending Doom for ca. 70 dam/turn. The rares were surrounded by other mobs, making killing them outright pretty unfeasible. So I'm left with ~700 damage to deal with without heals without even taking any of the other curses, creatures, etc. into account. If the only really effective thing to be done against this is to use a magic wild infuse, then the damage and/or duration should probably be brought down some. It's extremely frustrating to know you're going to die in five turns and be completely helpless to do anything about it.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Change impending doom and curse of death

#27 Post by HousePet »

Could we swap the positions of Impending Doom and Undeath Link?
Would that make Impending Dooooooom a bit less likely to appear at low levels? (like before you are able to deal with it)
My feedback meter decays into coding. Give me feedback and I make mods.

CaptainTrips
Wyrmic
Posts: 227
Joined: Thu Mar 10, 2011 9:10 pm

Re: Change impending doom and curse of death

#28 Post by CaptainTrips »

Much of the problem would be solved if the effect would end outside of range x of the caster. The range could then also be made to scale up.

Aerach
Halfling
Posts: 84
Joined: Thu Dec 13, 2012 10:22 am

Re: Change impending doom and curse of death

#29 Post by Aerach »

Um. How? And what enemies? I've never seen it crack the 100% level at one point that low let alone the number portion getting meaningful for dangerous things. (obviously with a few points it does).

Save seems more of a nerf to players than something that will touch this issue - mobs often have high spellpower and it'll still be the same scenario of 'this rare thing hit me and there's just no counter now' if the roll is failed. - the suggestion to have some sort of tether distance break it would actually elegantly nerf both players and this frustration at hte same time. If it kills you with a tether you had no escape methods up your sleeve and it's your own damn fault. :).

Edit: err... both nerfs at once would kind of neuter the spell for players, though.
HousePet wrote:Arise recently dead thread, I command thee.

What? I'm playing a necromancer at the moment....

Anyway, I've been able to kill things with just 1 point of Impending Doom since around level 20.
Seems a bit too much.

So I'm suggesting changing these 3 lines:
mana = 70,
getMax = function(self, t) return 200 + self:combatTalentSpellDamage(t, 28, 850) end,
getDamage = function(self, t) return 50 + self:combatTalentSpellDamage(t, 10, 100) end,

To:
mana = 50,
getMax = function(self, t) return self:combatTalentSpellDamage(t, 50, 1000) end,
getDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 100) end,

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Change impending doom and curse of death

#30 Post by SageAcrin »

I believe it currently has the -100% healmod idea in SVN.

I'm not sure it needs to be massively nerfed beyond that. Necromancers don't have a lot of "power" spells and actually powerful DoTs are uncommon. The main reason to nerf it more would be for enemies, not the player, and that might be accomplished enough to make it high threat instead of near-fatal.

Having said that, I do like the idea of swapping Impending Doom and Undeath Link. Keeping it a bit higher up in levels would still be a good thing.

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