Cap on disease durations

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Grey
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Cap on disease durations

#1 Post by Grey »

Maybe not a cap per se, but reduce the current lengths. They easily go up to 20 or 30 turns, and the enemy is long dead before you're still standing around fiddling with shields and infusions. Really annoying on ghouls especially - they die easily but you have to waste turns after battle messing with healing skills and then cooldowns before you can move on to the next interesting part of the game. As a player wielding diseases you don't want the enemy living that long either. Disease damage going up to compensate would be fine with me.

Overall I'd say few status effects should last longer than around 10 turns, as few battles last longer than that.
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SageAcrin
Sher'Tul Godslayer
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Re: Cap on disease durations

#2 Post by SageAcrin »

I think that's just ghoul-types that do that, basically.

With that in mind, I'd like to see the duration on those Ghoul disease effects shortened, and Ghouls get more accurate to compensate.

They're sorta bad at hitting, and having a common creature whose practical effect (until they pick up the Ghoul skills and get more interesting) is punishing the really, really bad Defense characters is...a little weird to me. I mean, it works, and it is distinctive, but it does make enemy Ghouls really easy to wall if you see it coming. I think they'd be more interesting if they could hit the broad side of a barn, but their impact was less extreme.

Frumple
Sher'Tul Godslayer
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Re: Cap on disease durations

#3 Post by Frumple »

Yeah, long duration diseases are specifically a ghoul problem, so far as I'm aware (though there might be one or two other critters using the talents in question). S'due to how their duration is determined -- iirc, it's based off physpower or something blatantly ridiculous like that, for the talents they're using -- which can scale up. Most other sources of disease are fine, and generally have a set duration.

Ghoul disease (well, the talents NPCs ghouls are using to inflict disease -- they're not the same as the fourth tier player ghoul talent) duration has actually already been reduced once fairly recently, but yeah, it's still somewhat silly.

Zonk
Sher'Tul
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Re: Cap on disease durations

#4 Post by Zonk »

Code: Select all

target:setEffect(target.EFF_ROTTING_DISEASE, 10 + self:getTalentLevel(t) * 3,...)
And a standard ghoul has

Code: Select all

 [Talents.T_ROTTING_DISEASE]={base=1, every=10, max=5},
so...
Wow, that's indeed pretty long compared to other sources of disease, such as Afflicted talents. And they have other non-rotting diseases...

I think a hard cap would be a bit weird, so what about changing the duration to say, 5 + TL*2.5?
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bricks
Sher'Tul
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Re: Cap on disease durations

#5 Post by bricks »

Agreed, it's way too long. If the intent it to create a long-term debuff, remove the damage component.
Sorry about all the parentheses (sometimes I like to clarify things).

skein
Halfling
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Re: Cap on disease durations

#6 Post by skein »

I like ghouls. They punish hand to hand tanks. There ought to be some type of mod that makes shield users cringe and break out the sling.

Most of the classes in the game are ranged, removing one of the few threats to sword and board is not really helpful though I certainly understand why you might want a cakewalk. (are you sure? really?)

Dying to a disease is funny. If you remove the ghouls you might as well remove the totem of disease removal as well. Devalues the removal abilities and inscriptions as well.

Nivrax
Higher
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Re: Cap on disease durations

#7 Post by Nivrax »

You mean that Skeletons masters that disarm and stun you (pre-stun cap) aren't enough? Master archers pinning you, then shooting through armor like paper? Worms that Walk that can hit for 1k, then leave another 500 in dots? And what fun is to have escort immediately die if you don't have Healing Touch just because they spawned in Dreadfell and ghoul decided to teleport to them! Ghouls aren't meant to be dangerous, they are there to leap behind you (good luck with your sling) to stop you from running away, when that mr. Master skeleton in front beats your ass.

Most people run with Psychoport in Tool slot anyway, you can switch into disease countering one and clear it in 3 turns too if needed, it's annoying at best.

wobbly
Archmage
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Re: Cap on disease durations

#8 Post by wobbly »

Grey wrote:Maybe not a cap per se, but reduce the current lengths. They easily go up to 20 or 30 turns, and the enemy is long dead before you're still standing around fiddling with shields and infusions. Really annoying on ghouls especially - they die easily but you have to waste turns after battle messing with healing skills and then cooldowns before you can move on to the next interesting part of the game. As a player wielding diseases you don't want the enemy living that long either. Disease damage going up to compensate would be fine with me.

Overall I'd say few status effects should last longer than around 10 turns, as few battles last longer than that.
I had a dreadfall vault battle go well over that length on my last character. The ghouls may have bit the dust but the fight & the diseases were still going. Ran through 2 magic wilds & 3 lots of waters of life( talent+a shield of harmony + the talent that resets wild-gifts) before having to retreat. That said I'm not adverse to shorter lengths. Any fight that length has multiple ghouls anyway to keep the diseases stacking on.

Hachem_Muche
Uruivellas
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Re: Cap on disease durations

#9 Post by Hachem_Muche »

I agree that the duration of ghoul diseases is a bit too long. However, I'd change the formula to something like:

Code: Select all

target:setEffect(target.EFF_ROTTING_DISEASE, 6 + 4*self:getTalentLevel(t)^0.5,...)
so that it scales well and doesn't get out of hand at higher levels.

I think the idea was that diseases should be a relatively longer debuff than most, with milder effects. The effect is just to be annoying, however, especially if you get a long duration weakness disease that keeps you from being able to move after the fight is over..
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

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