Reducing high status res items
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Reducing high status res items
Some of the old items with crazy resistances could do with being updated, either to nerf them or to diversify them. The specific intention is to stop just 1 or 2 items giving near total immunity, as this leads to less interesting decisions in the game.
Egos:
Amulets: Protective - Change stun_immune to physresist instead (two other amulet egos already give stun res).
Armour: Stability - Reduce stun_immune to half its effect.
Belt: Protective - Change stun_immune to physresist instead (three other belt egos already give stun res).
Belt: Containment - Seems overpowered in general - maybe reduce the values on the immunities a bit.
Wizard hat: Soothing - replace stun_immune with disease_immune (two other hat types already have stun res)
Artifacts:
Garkul's Teeth: Change 50% stun immune to 15 phys and mental resist (fits in better with Garkul's helm)
Rogue Plight: Change 70% stun and knockback immune to 35 physresist (fits in better with protecting against other rogue attacks like poison and cripple)
Gloves of the Firm Hand: Remove the stun res and give them 6 armour.
Telos' Staff Crystal: Remove the carrier effects. Why on earth should the player get a bonus just for lugging a stone about? Carry effects should only be negative ;)
Battle Axe of Kroll: Reduce stun and knockback immune to 30% for non-dwarves.
Plate Armour of the King: Remove 50% stun and knockback immunity, replace with 24 magical and mental resist.
Cuirass of the Thronesmen: Reduce stun and knockback immune to 30%.
Unflinching Eye: Reduce confusion immune to 50%.
Fiery Choker: Reduce blind immune to 40%.
Chromatic Harness: Reduce stun immune to 25% and knockback immune to 40%.
Glory of the Pride: Replace 100% stun_immune with 42 physresist. Reduce confusion res to 50%.
Black Robe: Reduce blind_immune to 50%.
Crystal Heart: Reduce poison and disease immunity to 40%.
Could probably do with similar threads looking to reduce crazy immunities on talents and enemies.
Egos:
Amulets: Protective - Change stun_immune to physresist instead (two other amulet egos already give stun res).
Armour: Stability - Reduce stun_immune to half its effect.
Belt: Protective - Change stun_immune to physresist instead (three other belt egos already give stun res).
Belt: Containment - Seems overpowered in general - maybe reduce the values on the immunities a bit.
Wizard hat: Soothing - replace stun_immune with disease_immune (two other hat types already have stun res)
Artifacts:
Garkul's Teeth: Change 50% stun immune to 15 phys and mental resist (fits in better with Garkul's helm)
Rogue Plight: Change 70% stun and knockback immune to 35 physresist (fits in better with protecting against other rogue attacks like poison and cripple)
Gloves of the Firm Hand: Remove the stun res and give them 6 armour.
Telos' Staff Crystal: Remove the carrier effects. Why on earth should the player get a bonus just for lugging a stone about? Carry effects should only be negative ;)
Battle Axe of Kroll: Reduce stun and knockback immune to 30% for non-dwarves.
Plate Armour of the King: Remove 50% stun and knockback immunity, replace with 24 magical and mental resist.
Cuirass of the Thronesmen: Reduce stun and knockback immune to 30%.
Unflinching Eye: Reduce confusion immune to 50%.
Fiery Choker: Reduce blind immune to 40%.
Chromatic Harness: Reduce stun immune to 25% and knockback immune to 40%.
Glory of the Pride: Replace 100% stun_immune with 42 physresist. Reduce confusion res to 50%.
Black Robe: Reduce blind_immune to 50%.
Crystal Heart: Reduce poison and disease immunity to 40%.
Could probably do with similar threads looking to reduce crazy immunities on talents and enemies.
Re: Reducing high status res items
+1 to all of these ideas.
I've talked to Sus about this too within the last couple of days. Changing immunities on stuff like Shield Wall and Berserker as well as on a lot of artifacts over to saves.
I've talked to Sus about this too within the last couple of days. Changing immunities on stuff like Shield Wall and Berserker as well as on a lot of artifacts over to saves.
Re: Reducing high status res items
Reducing immunities on high-level items sounds reasonable, but the low-level items suffer. Status effects might be less common at low level, but the player also has fewer means of dealing with them, so a little boost in that regard would be nice.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Reducing high status res items
I still think that if it's meant to protect from rogues, it should provide - chance to be critted.Rogue Plight: Change 70% stun and knockback immune to 35 physresist (fits in better with protecting against other rogue attacks like poison and cripple)
Definetely disagreeing here. Carry effects are awesomeTelos' Staff Crystal: Remove the carrier effects. Why on earth should the player get a bonus just for lugging a stone about? Carry effects should only be negative
Doesn't this also give +dex btw? Seems a bit weird on an axe...Battle Axe of Kroll: Reduce stun and knockback immune to 30% for non-dwarves.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: Reducing high status res items
Carry effects do suck 
They're equipment that doesn't take up an equipment slot. If anything should have drawbacks to keep them balanced it's carry effects.
As to your concerns Bricks, at least for non-undead the early game should be a bit easier with the reorganization of timed effect types next beta and the accompanying change to wild infusions. Players will be able to clear a lot more negative effects at level one then they could before.
They're equipment that doesn't take up an equipment slot. If anything should have drawbacks to keep them balanced it's carry effects.
As to your concerns Bricks, at least for non-undead the early game should be a bit easier with the reorganization of timed effect types next beta and the accompanying change to wild infusions. Players will be able to clear a lot more negative effects at level one then they could before.
Re: Reducing high status res items
It's fine if items provide unambiguously good effects simply for being found as long as they're a) rare enough that you aren't guaranteed to find the same ones each game b) not too game-changing. Telos might be too common given the length games tend to run, but it doesn't need drawbacks simply because you don't have to wear it to use it.edge2054 wrote:Carry effects do suck
They're equipment that doesn't take up an equipment slot. If anything should have drawbacks to keep them balanced it's carry effects.
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Avianpilot
- Thalore
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- Joined: Fri Aug 19, 2011 5:06 pm
Re: Reducing high status res items
I've got to either change the way that I play or get better enough to regularly get far enough in the Far East; I'm not encountering enough on-carry stuff to really feel any of them are unbalanced. But if you want to get rid of some of those items, I'd recommend starting with the Egg Sack. That's an item that I'll take into the Farportal to drop just so I'll never have to see it again.
Re: Reducing high status res items
Oh, I don't know - ever since I was able to kill Subject Z with spiders (out of sight next to the doorway) without him touching the Wayist, I've had a soft spot for that oneAvianpilot wrote:if you want to get rid of some of those items, I'd recommend starting with the Egg Sack. That's an item that I'll take into the Farportal to drop just so I'll never have to see it again.
Re: Reducing high status res items
Yes, very good post.
You could, perhaps give rogue's plight some nature resistance and lower physresist a bit.
Perhaps glory of the pride can get 30% physresist, and something else (20% stun resist perhaps?).
Just some idea's, since I have no idea how strong 70% physresist is in the game.
Both items give you 77% phys resist (cap 70%). The hight of these scare me a bit (42% seems a lot). At least phys resist is capped. I have no idea how this would work on a high level melee character (overpowered or not?).Grey wrote:Rogue Plight: Change 70% stun and knockback immune to 35 physresist (fits in better with protecting against other rogue attacks like poison and cripple)
Glory of the Pride: Replace 100% stun_immune with 42 physresist. Reduce confusion res to 50%.
You could, perhaps give rogue's plight some nature resistance and lower physresist a bit.
Perhaps glory of the pride can get 30% physresist, and something else (20% stun resist perhaps?).
Just some idea's, since I have no idea how strong 70% physresist is in the game.
Re: Reducing high status res items
I meant the physical saving throw, not the physical damage type resistance. It's called physresist in the code.
Re: Reducing high status res items
Yeah, back in early betas it was physical resist and physical resistance
It's still physical resist in the code but the displays got changed so it would be less confusing.