Cauterize is a great ability. Except when it isn't.
I lost my level 50 Necronomancer (er, what I call a Necromancer when you use temporal darkness in the vanilla game) on the final level of High Peak today in less than 1 round, due to the way turns are calculated for this ability. Obviously, you buy this is an insurance policy against overpowered nuke deaths, not something to rely on. It's a great idea, it just has a quirk that makes it unreliable (and therefor arguably useless when it costs a prodigy point).
Sometimes things get wonky. I nuked the enemy with Rigor Mortis first, slowing them all to -44%. However, immediately following was some sort of pages-long list of trash damage when my poor 1400+400hp/shields character was sucked across several tiles into melee range of 3 demons. They effected a 15% slow on my character at some point during that period of non-interaction, which meant that even though his turn was faster than theirs, he was killed by them before it got back to him. From full health.
This is what Cauterize is all about, and it doesn't work. It needs to negate all damage until the player's next move, not all damage within a 1.0turn period. It should be easy enough to have it enact Invulnerability, with "this effect will end the moment any action is taken", and literally nothing else would need to change. The Cauterize debuff would trigger exactly as it does now, and the coding is already in place relative to Wild Speed (ends when any action other than moving is done).
Also, it's apparently possible for the character to auto-trigger instant abilities if they are set to trigger automatically, which happened midway through the process (damage shield rune) even though I did not receive an input turn. If Cauterize's failure was a glitch, and not a conceptual failure at all, then it is easily tracked to that instance. Also less easy to fix, but I'm here to help if I can.
Cauterize change
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- Uruivellas
- Posts: 762
- Joined: Sun Nov 03, 2013 12:14 am
Re: Cauterize change
That's way worse than a Stupid Death. I agree that something should be done to fix that. Without making it OP...
Re: Cauterize change
On the other hand, I'm perfectly fine with death guards not being perfect and having unique issues.
I definitely agree it should either state that it's one global turn, and not one of your turns, or that it should block all damage from one of your turns to the next.
I'm just neutral on which of those two it does. It's already really good.
I definitely agree it should either state that it's one global turn, and not one of your turns, or that it should block all damage from one of your turns to the next.
I'm just neutral on which of those two it does. It's already really good.