[1.0] Thalore Slinger commits suicide (roguelike)

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jenx
Sher'Tul Godslayer
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[1.0] Thalore Slinger commits suicide (roguelike)

#1 Post by jenx »

I can't believe it. A great character:

http://te4.org/characters/2460/tome/825 ... e45677c3bb

I went to first backup guardian. Fired a Vital Shot, and the boss pulled me towards himself, and I hot my own ammo, doing 2400+ damage in one round.

Character dead.

that's ridiculous.
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phantomglider
Archmage
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Re: [1.0] Thalore Slinger commits suicide (roguelike)

#2 Post by phantomglider »

Well, it was Aluin the Fallen, and he was using Irresistible Sun. If there is a way for that pull to be any more predictable, I don't know what it is.

EDIT: Like, he actually had IS already running when you fired the Vital Shot. Sure, you were pretty unlucky with the timing there, but really.
Last edited by phantomglider on Mon Jan 21, 2013 8:41 pm, edited 1 time in total.
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SageAcrin
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Re: [1.0] Thalore Slinger commits suicide (roguelike)

#3 Post by SageAcrin »

As annoying as it is for some, I kinda doubt it'll be changed.

Too many people like the tactical advantages being able to pull enemies into their own shots brings. Myself included, to be honest.

Frumple
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Re: [1.0] Thalore Slinger commits suicide (roguelike)

#4 Post by Frumple »

Conceptually... maybe just expand knockback resistance to pulls, as well, if it isn't already? Possibly extend appropriate saves to any pulls that don't already have them.

Then there'd be some additional room to have some pulls (or pushes) have resistance piercing, so to speak -- ignores some of knockback resistance and/or possibly have a bonus vs. save to pull. Irresistible Sun would probably have 100% pierce or something, though, so it wouldn't have helped in that situation, heh.

Status immunity penetration in general is something I've just realized we seem to be mostly lacking. I think one of the defiler talents has something along those lines vs. disease resistance, but I can't recall if anything else does...

tiger_eye
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Re: [1.0] Thalore Slinger commits suicide (roguelike)

#5 Post by tiger_eye »

SageAcrin wrote:As annoying as it is for some, I kinda doubt it'll be changed.
Being pulled into a normal shot is one thing, being pulled into a 2400 damage prodigy shot is quite another. It wouldn't be unreasonable to add "selffire = false" to Vital Shot.
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Fhtagn
Halfling
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Re: [1.0] Thalore Slinger commits suicide (roguelike)

#6 Post by Fhtagn »

I actually lost 2 lives to that as well on adventure mode, so at least for vital shot, I'd appreciate the change.

jenx
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Re: [1.0] Thalore Slinger commits suicide (roguelike)

#7 Post by jenx »

tiger_eye wrote:
SageAcrin wrote:As annoying as it is for some, I kinda doubt it'll be changed.
Being pulled into a normal shot is one thing, being pulled into a 2400 damage prodigy shot is quite another. It wouldn't be unreasonable to add "selffire = false" to Vital Shot.
Yes, that would be most appreciated. DG?
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jotwebe
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Re: [1.0] Thalore Slinger commits suicide (roguelike)

#8 Post by jotwebe »

Frumple wrote:Conceptually... maybe just expand knockback resistance to pulls, as well, if it isn't already? Possibly extend appropriate saves to any pulls that don't already have them.
I like that. Would make knockback resist gear more interesting to a wider variety of characters - at the moment, playing a ranged class, half the time I think "knockback? yes, please!"
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SageAcrin
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Re: [1.0] Thalore Slinger commits suicide (roguelike)

#9 Post by SageAcrin »

Yeah, now that you mention it, there are probably no move-target abilities that shouldn't check either teleport or knockback resistance, one.

Well, except Massive Blow.

Crim, The Red Thunder
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Re: [1.0] Thalore Slinger commits suicide (roguelike)

#10 Post by Crim, The Red Thunder »

tiger_eye wrote:
SageAcrin wrote:As annoying as it is for some, I kinda doubt it'll be changed.
Being pulled into a normal shot is one thing, being pulled into a 2400 damage prodigy shot is quite another. It wouldn't be unreasonable to add "selffire = false" to Vital Shot.
So what would this do to the enemy in that situation? Conceivably, there could be an enemy with vital shot (if there isn't already). For that matter, can highlevel farportal bosses net a prodigy? If I bone grab/phasedoor/mindhook a character into the path of a shot, and that shot hits them doing 0 damage, that's one thing, but if it passes through them and hits me anyway, ignoring the human(ish) meat shield I placed in there way, that's quite another.

How would that setting work?
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jenx
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Re: [1.0] Thalore Slinger commits suicide (roguelike)

#11 Post by jenx »

Crim, The Red Thunder wrote:
tiger_eye wrote:
SageAcrin wrote:As annoying as it is for some, I kinda doubt it'll be changed.
Being pulled into a normal shot is one thing, being pulled into a 2400 damage prodigy shot is quite another. It wouldn't be unreasonable to add "selffire = false" to Vital Shot.
So what would this do to the enemy in that situation? Conceivably, there could be an enemy with vital shot (if there isn't already). For that matter, can highlevel farportal bosses net a prodigy? If I bone grab/phasedoor/mindhook a character into the path of a shot, and that shot hits them doing 0 damage, that's one thing, but if it passes through them and hits me anyway, ignoring the human(ish) meat shield I placed in there way, that's quite another.

How would that setting work?
good point. it can't bypass them. Perhaps it then could be set to hit you for 25% of its damage?
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