I'm glad you brought this up Dracos-- This will give me a good chance to discuss and elaborate on my motivations behind this QoL:
The idea behind the tweak is that healing reduction effects have the odd property of becoming WEAKER as your healing factor gets higher, and vice-versa. Considering that there is a vastly greater number of ways to increase factor than there is ways to reduce factor, this is very strange.
If you were, for example, playing a Wyrmic that was absolutely stacking healing factor (to the point of having 250%), you would quickly notice that when something says (and I'll quote the "Insidious Poison" text):
"... decreasing all heals received by [percentage]."... Well, it's not actually reducing your healing by that much at all. It created MUCH confusion for me at first before I realized what it actually meant-- It was reducing my
overall healing FACTOR.
So, let's talk about the inverse scenario: Let's say a character, for some bizarre reason, has a default healing mod of 50% (or maybe you picked up that "cursed rock" lol). This means that when you get hit by something like Insidious Poison, it might get reduced to the point of being negative (due to it being additive)-- Which is kind of ridiculous.
In any case, the biggest offender of this scenario (and my strongest point/case) is
"Impending Doom", which is hard-coded to reduce healing factor by
exactly "100%". This kind of implies that it was supposed to stop your healing
entirely-- But due to the strange "nature" of this code, it may only reduce your healing mildly instead (especially in the case of my 250% healing factor Wyrmic xP)
So in summary, it just felt to me that this was how healing reduction was
intended to work, but it was simply never implemented. Maybe DarkGod went with it, finding a balance in that. That being said though, there is DEFINITELY a power shift towards healing reduction effects, since the only time this is useful to the player is against opponents with Draconic Body. This being the case, the game is definitely gaining more power than the player is (since the standard player ToME strategy is very healing-oriented), so I definitely agree: This is closer to a "challenge mod" rather than it is a full-on "Quality of Life".
... But then, I must argue: Aren't you always looking for a more grueling ToME experience that doesn't break any of the rules...?
