Nerf Inner Demons
Posted: Sat Dec 26, 2020 11:34 pm
This ability on enemies is just plain ridiculous, especially if you're a melee character. List of dumb things about it:
- It can spawn one demon immediately on turn 1
- Early game the demon is often unkillable because even with the reduced HP it retains all the mitigations that the character has
- Late game the demon can one shot you because it has all the crit/penetration stat that your character has, rendering your defense useless
- The only real counters in the game is to play a skeleton (doesn't even work cos Sleep bypasses it) or a class with Mental Shielding because else you can just get bad RNG and the demon spawns before you can cleanse it
- It also inherently makes it very hard to run away from since it keeps spawning demons. Demons also has your inscriptions (movement infusion especially)
- It's especially punishing as melee since one way to counter this is to stay out of range but melee can't afford to do this often
- It can also use dissipation if you have one and in general is more resilient to your PC when it comes to status
I feel that if an ability is allowed to do this many stupid things and the entire run reduces to "Pray that you don't get turn 1 Inner Demons and die" it shouldn't be on enemies. I know there's some plan to make it spawn less often (along with Fearscape) but if forced to choose between getting hit by either ability I'd rather get hit by Fearscape all the time.
Some ideas for change
1. It shouldn't be able to spawn a demon 1 turn after casting it
2. The damage penalty should be a total damage penalty (a post damage callback perhaps?). Right now it uses -50% increased damage which has less impact on a PC Inner Demons than an enemy's.
3. It should not inherit penetration stats (or those stats should be muted). I think these stats are rare on enemies for a reason and in most instances they are on magic sustains so they can even be disabled by dissipation.
- It can spawn one demon immediately on turn 1
- Early game the demon is often unkillable because even with the reduced HP it retains all the mitigations that the character has
- Late game the demon can one shot you because it has all the crit/penetration stat that your character has, rendering your defense useless
- The only real counters in the game is to play a skeleton (doesn't even work cos Sleep bypasses it) or a class with Mental Shielding because else you can just get bad RNG and the demon spawns before you can cleanse it
- It also inherently makes it very hard to run away from since it keeps spawning demons. Demons also has your inscriptions (movement infusion especially)
- It's especially punishing as melee since one way to counter this is to stay out of range but melee can't afford to do this often
- It can also use dissipation if you have one and in general is more resilient to your PC when it comes to status
I feel that if an ability is allowed to do this many stupid things and the entire run reduces to "Pray that you don't get turn 1 Inner Demons and die" it shouldn't be on enemies. I know there's some plan to make it spawn less often (along with Fearscape) but if forced to choose between getting hit by either ability I'd rather get hit by Fearscape all the time.
Some ideas for change
1. It shouldn't be able to spawn a demon 1 turn after casting it
2. The damage penalty should be a total damage penalty (a post damage callback perhaps?). Right now it uses -50% increased damage which has less impact on a PC Inner Demons than an enemy's.
3. It should not inherit penetration stats (or those stats should be muted). I think these stats are rare on enemies for a reason and in most instances they are on magic sustains so they can even be disabled by dissipation.