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Removing detrimental effects

Posted: Thu Oct 25, 2012 4:01 am
by Suslik
Ok, after losing yet another char for being confused, poisoned and cursed after healing blindness with my only wild infusion, I have a question/suggestion.

Question: I think there were wild infusions in b41 that removed all 3 detrimental effect types at once - mental, physical and magical. Now the best I've seen removes only two. Why? Why???

There are currently very few things you can do when you are poisoned/stunned. Most races/classes have no means to heal detrimental effects except for wild infusions at all, and even if you happen to get be anorithil or get a celestial tree from an escort and max it out to get Providence ability, sometimes it is exactly this ability that gets on cooldown when you are stunned.

Even removing 2 detrimental effects as they do now, wild infusions are absolutely must-have for every character, since it is often the only way to remove status effects. And what about the undead? Most undead classes are completely helpless to stun/pinning/confusion/you-name-it.

Stacking saves somewhat helps, but it's easy to get overwhelmed once you catch one effect.

Suggestion: how about an idea to add some detrimental effect-removing ability into some general talent tree, like survival? Or add a common tool-item that does the same?

Maybe I am doing it all wrong and there is currently a good way to protect against status effects? If so, please tell me.

Re: Removing detrimental effects

Posted: Thu Oct 25, 2012 6:01 am
by 5k17
Suslik wrote:Question: I think there were wild infusions in b41 that removed all 3 detrimental effect types at once - mental, physical and magical.
I never got to a high enough level to expect finding one of those, but I don't see a reason why they shouldn't exist, either. I'd prefer an infusion that removes all effects from one category to one that removes some from all categories, though.
Suslik wrote:Most races/classes have no means to heal detrimental effects except for wild infusions at all
I suppose that's because the vast majority has other ways to protect against them (mostly increased saves and resistances). But once they do have them, I agree it is hard to reliably get rid of them.
Suslik wrote:And what about the undead? Most undead classes are completely helpless to stun/pinning/confusion/you-name-it.
The undead have some pretty good intrinsic resistances, and skeletons additionally have a talent reducing the duration of all detrimental effects (although I'm not sure whether it actually works in the current version). Ghouls have stun resistance and tend to have good physical saves, but it's true they're rather vulnerable to other effects.

Re: Removing detrimental effects

Posted: Thu Oct 25, 2012 6:54 am
by Suslik
My playstyle does not support the idea of stacking saves - I prefer not to dodge any effects, but to be able to dispel them when necessary. And unfortunately I have found only two ways to do so - wild infusion and celestial ability Providence. Even though it is possible to avoid such effects in about 90% cases by stacking saves and immunities, but the remaining 10% will most likely kill me which is not an option.

Maybe I am missing something?

Re: Removing detrimental effects

Posted: Thu Oct 25, 2012 7:28 am
by darkgod
Wilds were ever limited to 2 effects

Re: Removing detrimental effects

Posted: Thu Oct 25, 2012 10:11 am
by SageAcrin
My playstyle does not support the idea of stacking saves - I prefer not to dodge any effects, but to be able to dispel them when necessary.
If you're thinking in these terms, then you need to try to find a class/race combination that supports your playstyle.

For example, Halfling has a reactive ability that heals Pin/Stun, so they're an obviously useful race for your purposes. Archmages can get Celestial/Light and have Time Shield, which lowers the duration of negative effects. If this isn't enough, equip two Wilds(Buy a slot with your first category point, if you don't feel like you have enough to do this). If that's not enough, there actually is a Charm that heals mental statuses, and an early artifact lamp that does it as well.

You should be covering status after all of that-and, since you're not dedicating any points to abilities that would add saves or resists to status, you should come out okay.

ToME is pretty cutthroat, as most Roguelikes are. If you're thinking "I can't play X way", find the strongest way to play the way you want to that you can. I feel that playing the way that works the best, rather than a preferred style, is better...but if you're having problems doing that,

ToME definitely provides tools to play the way you want to. At least, it does as long as you don't ram into thoughts along the lines of "I don't want to use the status tools this class has, because they're not my style, but I also really want to play this class, so the class needs a buff!" type thoughts. Then you're pretty much screwed at getting anywhere. Roguelikes in general are player vs game, and if you can't adjust your style or learn how to optimize for it, you're probably going to die.