Based on this discussion it was suggested that Necro minions go crazy after their master dies. Since both Necromancers and Summoners have a considerable advantage in summoning a bunch of bodies for enemies to target and suck up damage, I think any "confusion" status effect should also cause the summoner to temporarily lose control of the minions. This could do any number of things; I think that necrotic minions should change to a "hostile to everyone" faction and choose a new target based on whatever is closest; Summoner minions could do the opposite, refusing to fight until the Summoner regains control.
Since a binary check for confusion is excessively punishing, losing/regaining control should check against the same saves that taking an action while confused uses. Further, since confusion (especially targeted confusion) is a rare ability, this effect could be applied to other status effects would cause one to lose control or focus, such as daze or stun. (I'd suggest other detrimental status effects but there are very few, aside from some of the new Horror talents.)
Lose control of minions/summons when confused
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Lose control of minions/summons when confused
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Lose control of minions/summons when confused
I wanted to say that Summoner summons and Necro minions should work way differently, but I see you already did that 
As the former are after all natural, while the other are magically-controlled.
I'm not so sure on summons refusing to fight, though - if they have anything resembling royalty/care for their summoner, you'd expect them to keep defending you.
Also I don't think confusion is an especially rare effect, at least midgame in some important zones(Daikara, Dreadfell..).
Instead of intoducing a new 'losing control' mechanic, you could do something easier btw - make some mental effects infectious between controller and controlled.
So while the Summoner is confused, each summon could have have a % chance each round of being confused too.
As the former are after all natural, while the other are magically-controlled.
I'm not so sure on summons refusing to fight, though - if they have anything resembling royalty/care for their summoner, you'd expect them to keep defending you.
Also I don't think confusion is an especially rare effect, at least midgame in some important zones(Daikara, Dreadfell..).
Instead of intoducing a new 'losing control' mechanic, you could do something easier btw - make some mental effects infectious between controller and controlled.
So while the Summoner is confused, each summon could have have a % chance each round of being confused too.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: Lose control of minions/summons when confused
My god... you want confusion to be even MORE deadly?! Are you insane? Or do you just play some mode I've never heard of where you get free confusion resistance?
Re: Lose control of minions/summons when confused
For Summoners/Necros? Yes. Especially for enemy necromancers. I haven't played a Summoner since slightly after I unlocked them, but as I recall most fights against enemies who could confuse were trivial because they never got through my wall of critters. Summoners also will have more mental save than almost all other classes from cunning/willpower (I can't remember if that's a function of one or both).greycat wrote:My god... you want confusion to be even MORE deadly?! Are you insane? Or do you just play some mode I've never heard of where you get free confusion resistance?
Zonk, I like that idea too. For Summoners, at least. Something compels me to believe that undead minions aren't particularly loyal.
By "rare," I meant for the player to use offensively. It's definitely a common effect in Daikara and the Maze, and ghosts in Dreadfell, though not super common, are another threat.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Lose control of minions/summons when confused
If minions become a liability then no one will bother using them. I agree on some sort of disability to minions/summons when the player is suffering certain statuses, but don't let it put them in severe mortal danger for ever having minions in the first place.
Re: Lose control of minions/summons when confused
Surely it would be more thematic (and less punishing
) if minions simply suffered a penalty to saves/armor/defense/%damage while their master was incapacitated; it could be listed on their statuses as "Master Disorientation" or "Shaken Resolve" or "Leader in Distress" or something 
Just a thought, though: Maybe give minions a chance of 'frenzying' (not the Frenzy talent lol), when their master is in grave danger? I'm thinking of that Shalore talent where you have a chance of going invisible when you're hit for more than 15% of total HP - maybe minions can have a small (20%?) chance of global speed and damage boosts (20% boost for 3 turns?) when their master/summoner is taken down to <25% of total health, or paralyzed or confused... Just an idea
Just a thought, though: Maybe give minions a chance of 'frenzying' (not the Frenzy talent lol), when their master is in grave danger? I'm thinking of that Shalore talent where you have a chance of going invisible when you're hit for more than 15% of total HP - maybe minions can have a small (20%?) chance of global speed and damage boosts (20% boost for 3 turns?) when their master/summoner is taken down to <25% of total health, or paralyzed or confused... Just an idea
Re: Lose control of minions/summons when confused
No. Status effects are deadly enough right now, why on earth would you want to buff them?
Yes, minion-makers are less vulnerable to them than everyone else, which means that you don't have to risk INSTANT DOOM on one die roll. That's a good thing. Note that your minions themselves are not invulnerable and are perfectly capable of getting hit by these.
If you feel minion-summoners are too strong and are never really in danger, that's a totally separate issue. It should be addressed in a broader and more comprehensive fashion, not a cheap trick like this that leaves the player invulnerable 99% of the time and tries to expose them to near-instant death from one bad die roll the 1% of the time. That is exactly the wrong way to create difficulty.
Yes, minion-makers are less vulnerable to them than everyone else, which means that you don't have to risk INSTANT DOOM on one die roll. That's a good thing. Note that your minions themselves are not invulnerable and are perfectly capable of getting hit by these.
If you feel minion-summoners are too strong and are never really in danger, that's a totally separate issue. It should be addressed in a broader and more comprehensive fashion, not a cheap trick like this that leaves the player invulnerable 99% of the time and tries to expose them to near-instant death from one bad die roll the 1% of the time. That is exactly the wrong way to create difficulty.