Pyris311 wrote:
I've have noticed that this community only responds well to a few elite select individuals (edge2054, frumple, Aquillion, etc), and they certainly don't want you in their "circle".
What is this?! I leave for a few months and get lumped into "etc"?
*troll rage*
First, I want to thank everyone that posted. It seems to me that marvalis is chiefly concerned about the amount of damage that Urkis can do while the player is not able to respond. This is the same reasoning that in my opinion led to the changes of the stun effect, allowing the wild infusion and other instant talents to work while confused, etc. Some players do not like to have their control completely removed, and this is actually a common mistake made in for example PnP games.
Daze works like the old stun except that it breaks when you receive damage. Chaining dazes together can result in the same issue there was with the old stun, namely you cannot do anything but watch a bunch of ugly numbers fly up from your character on the screen. Planning ahead can alleviate this by: a) having stun immunity to shrug off one of those dazes, b) casting Providence beforehand, c) having high saves in the new system to reduce the daze effect length.
As an aside, I love when get a sun paladin escort and do consider Providence to be a significant boon to the player. Having said that, I am of the opinion that Rogue-likes are by definition subject to the RNG and are not required to be fair. That is of course debatable. Back on topic, though...
So where does this leave us? We still have people arguing whether or not we should remove talent X from Urkis. These arguments are made on personal observations. What if we take a breather and talk about something else: how best to collect data. The current "Urkis kills X players" has limited usefulness because it doesn't say WHY Urkis kills so many players. I propose we store a summary of the last 10 or so game+player rounds. The obvious things to store would be each of the resources (life, stamina, etc) and the current timed effects. Then if Urkis kills a player you can simply point to the online character profile and say "see how much damage was done before I could act." What do people think about having more quantitative data collection?