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Nerfing Invisibility.. by giving monsters see invis!!!

Posted: Tue Aug 09, 2011 8:50 pm
by edge2054
So here's the idea, give the elite cryo and pryo mancers Keen Senses and give drakes 10, 20, and 40 see invis (for hatchlings, drakes, and wyrms respectfully).

On a similar vein it'd be nice if drakes had 50% stun immunity and 50% blindness resist rather then 100% stun immunity and 0% blind resist. Would make fights against them more interesting. Right now stun is out of the question and blind is a sure fire way to shut them down. I don't like the idea of giving them blind resist without dropping their stun immunity a bit since some means of crowd control them is nice.

Re: Nerfing Invisibility.. by giving monsters see invis!!!

Posted: Thu Aug 11, 2011 5:45 pm
by Aquillion
edge2054 wrote:So here's the idea, give the elite cryo and pryo mancers Keen Senses and give drakes 10, 20, and 40 see invis (for hatchlings, drakes, and wyrms respectfully).

On a similar vein it'd be nice if drakes had 50% stun immunity and 50% blindness resist rather then 100% stun immunity and 0% blind resist. Would make fights against them more interesting. Right now stun is out of the question and blind is a sure fire way to shut them down. I don't like the idea of giving them blind resist without dropping their stun immunity a bit since some means of crowd control them is nice.
If more see invis is granted, it'd be best to do it carefully -- I think the binary way that stun/freeze effects work right now (where it's awesome at first and then you eventually hit a wall where everything really nasty has 100% resist and free/stun resisted talents just stop helping you entirely against anything important) is not really good for game balance. Ideally, those talents should have some applications throughout the entire game, without being game-breaking; and it's good to have at least a few nasty enemies that can be reliably negated with the right talent, so you feel you're getting something good out of investing in it.

(50% stun / 50% blindness is good on one hand for the reasons you said, but on the other hand it makes it feel like it doesn't so much matter what you're using...)

Re: Nerfing Invisibility.. by giving monsters see invis!!!

Posted: Thu Aug 11, 2011 5:49 pm
by edge2054
Aye, more see invis would need to be handled delicately. Right now though Invis is basically a binary effect. Most creatures either have really high see_invis that you'll most likely never have enough invis power to overcome anyway or none at all. There's a few exceptions to this but generally 1 invis power is just as good as 30.

Re: Nerfing Invisibility.. by giving monsters see invis!!!

Posted: Thu Aug 11, 2011 5:52 pm
by darkgod
Uh ? stun/freeze: things are certainly not all immune at high level, it works on many many things, including bosses

Re: Nerfing Invisibility.. by giving monsters see invis!!!

Posted: Thu Aug 11, 2011 5:58 pm
by Frumple
There's quite a few that are, though. Stun effects become a lot less reliable in the late game, to the point that less resisted debuff effects (like slowing, ferex) become more valuable for general use. Stun's a lot like insidious poison, really. A good chunk of the bosses that aren't technically immune seem to ignore the stun effect a lot, anyway. Slime's a lot more reliable than icy :wink:

It can be especially noticeable with some of the random stuff, though. Berserk+shield wall, junk like that.

Re: Nerfing Invisibility.. by giving monsters see invis!!!

Posted: Thu Aug 11, 2011 6:18 pm
by Aquillion
Hrm. The fact that you can't see an enemy's status resistances might also be part of it -- even if there are several enemies vulnerable to stunning later on, I'm less likely to try it on every opponent, especially things nasty enough where every turn counts.

Re: Nerfing Invisibility.. by giving monsters see invis!!!

Posted: Fri Aug 12, 2011 2:44 pm
by Final Master
Aquillion wrote:Hrm. The fact that you can't see an enemy's status resistances might also be part of it -- even if there are several enemies vulnerable to stunning later on, I'm less likely to try it on every opponent, especially things nasty enough where every turn counts.
I do not want to see status res of enemies in the game. I already don't like that I can see their exact hp, armor defense, stats, all talents effecting them currently, AND all their resistances. That's way too much knowledge right up front; just 'cause I can see it.

Re: Nerfing Invisibility.. by giving monsters see invis!!!

Posted: Fri Aug 12, 2011 6:52 pm
by Aquillion
When you're using a talent or weapon that isn't certain to work against even 0% immunity enemies, though, it's often unclear whether it's failing to inflict its status effect because of immunity, saves, or its own failure chance; and against hard opponents, players are unlikely to be inclined to keep throwing something that isn't working at an enemy to see if it sticks.

Perhaps it could more clearly indicate when and why an attempt to inflict a status ailment has failed? And maybe have a different, unique message if the enemy has 100% immunity and it's therefore totally useless to keep trying?

Re: Nerfing Invisibility.. by giving monsters see invis!!!

Posted: Fri Aug 12, 2011 7:41 pm
by bricks
Along the lines of http://forums.te4.org/viewtopic.php?f=39&t=26986, Aquillon? Yeah, that would be nice, especially when you are playing a class/build that relies heavily on a specific status effect (Hurricane lightning mages and reavers in my experience).