Please, can we have SLOW immunity?

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jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Please, can we have SLOW immunity?

#1 Post by jenx »

So many things slow you, and it is often very deleterious. Can we have slow immunty please, the way we have stun, confusion, blindness, etc?
MADNESS rocks

AlexanderR
Halfling
Posts: 105
Joined: Tue Mar 05, 2013 4:18 am

Re: Please, can we have SLOW immunity?

#2 Post by AlexanderR »

Do you realize, that monsters will get it too? Also with so many dangerous effects, even minor (but still dangerous) ones, like pin, knockback etc. are hardly resisted by most players till endgame - there are simply too many of them to get meaningful resistance from gear.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: Please, can we have SLOW immunity?

#3 Post by jenx »

Yes, but that's ok.
MADNESS rocks

AlexanderR
Halfling
Posts: 105
Joined: Tue Mar 05, 2013 4:18 am

Re: Please, can we have SLOW immunity?

#4 Post by AlexanderR »

Well, so what about all those weak talents with slow being main selling point? Glyph of Fatigue, Thorn Grab, Kinetic Leech etc. has already been nerfed heavily. After making slow resist common enough to be sensible for player (and enemies) to stack, they will become totally worthless. Note, that slowness length and percentage are already greatly limited and your saves can reduce them even further. And when you are slowed for 5 turns, enemies do not get plenty of free of attacks against you - some of them may just attack a bit early, but that is only if you haven't used physical wild (instant!) or killed them in turn after being slowed down.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Please, can we have SLOW immunity?

#5 Post by HousePet »

Being slowed gives slow resistance.
Its a diminishing returns.
My feedback meter decays into coding. Give me feedback and I make mods.

Omega Blue
Thalore
Posts: 190
Joined: Sun Oct 31, 2010 2:50 pm

Re: Please, can we have SLOW immunity?

#6 Post by Omega Blue »

AlexanderR wrote:Do you realize, that monsters will get it too? Also with so many dangerous effects, even minor (but still dangerous) ones, like pin, knockback etc. are hardly resisted by most players till endgame - there are simply too many of them to get meaningful resistance from gear.
Knockback isn't that bad, it may even save your skin.

Wanderer's Rest gives you 100% pinning immunity.

Omega Blue
Thalore
Posts: 190
Joined: Sun Oct 31, 2010 2:50 pm

Re: Please, can we have SLOW immunity?

#7 Post by Omega Blue »

jenx wrote:So many things slow you, and it is often very deleterious. Can we have slow immunty please, the way we have stun, confusion, blindness, etc?
You can counter slow by boosting speed, but there is no such counter for stun and confusion.

AlexanderR
Halfling
Posts: 105
Joined: Tue Mar 05, 2013 4:18 am

Re: Please, can we have SLOW immunity?

#8 Post by AlexanderR »

Omega Blue wrote: Knockback isn't that bad, it may even save your skin.
[offtopic]Unless you are a geomancer, whose earthen form (or whatever is the name of that sustain) may be distrupted by any forced movement.[/offtopic]

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Please, can we have SLOW immunity?

#9 Post by bricks »

Differential actions speeds are probably the most difficult effects to balance since they translate a continuous value into a heavily discretized variable. Apart from complete removal, which would require redesigning large fractions of the game, there could be a secondary effect to speed changes. Say, reduced speed causes reduced damage taken. The opposite could also be true (increased speed = more damage taken). Yeeks and ghouls would need some tweaking, and I imagine chronomancy would also need some changes.
Sorry about all the parentheses (sometimes I like to clarify things).

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