unfortunately Fearscape has a very unique targeting, that is completely
makes the talent unfair & really evil.
Code: Select all
else -- always hit the primary target
local tgt = self.ai_target.actor
return {type="hit", range=self:getTalentRange(t), talent=t, x=tgt and tgt.x, y=tgt and tgt.y}
end
Players do not have this: "self.ai_target.actor" value.
So players' targeting is like: {type="hit", range=self:getTalentRange(t), talent=t
BUT:
Enemies have this "self.ai_target.actor" value and that means, NPCs
are always auto-target me with their Fearscape.
They do not need Line of Sight (LoS) at all!
If I am within range 5 to a Defiler with Fearscape, it will immediately Fearscape me
and after the Fearscape, I am replaced back to the original map, where the Defiler was.
That means, I cannot be save to anywhere.
I am grabbed out from my tunnels and than replaced back where there are ~ 5-8 rare+ enemies waiting for me.
Automatically... enemy does not need a LoS.
Archmages are grabbed out from their Stone Wall and than replaced outside from their Stone Wall too.
Automatically... No save check, no LoS needed.
Only immunity is: negative_status_effect_immune or status_effect_immune
So Draconic Will or being Frozen...
I am playing on madness, therefore enemies always taget me (due to hunted), so thats why
they can always target me without the need of LoS.
I have no problem with madness scaling, I love madness scaling (thats why i play with this difficulity).
Madness scaling makes the Feascape event really lethal already (like i take ~ 800-1000 damage per turn while
the Defiler heal ~ 800-1000 per turn in late-game). And this is fine!
But the targeting code of Fearscape is nonsense.
Fearscape is a Battlecall, but without the need of LoS ...
But before the no-LoS Battlecall, you also have to fight with a strong enemy in a lethal zone.
And after this fight, you will find yourself surrounded with many rare+ dudes...
Furthermore, if an enemy has Fearscape -> it also has Wraithform too
and usually they apply Fearscape on me while they are standing in a WALL tile.
That means, my replacement to the original map is usually random...
It would be fair & better imho, if Fearscape would have a totally normal targeting, like:
{type="hit", range=self:getTalentRange(t), talent=t
Thanks!