[quote=“Grakor456, post:9, topic:846”]Scorn doesn’t cause already applied buffs/debuffs to disappear immediately. You scorn a Frenzy Ghoul, you’re still afflicted by Wrath until it times out, same as if you killed him.
Edit: Not to mention only two creatures natively apply Scorn that I’m aware of…one of which only has a 50% chance to apply it, the other triggers it only when hit. I question if it’s healthy at all to have creatures whose abilities utterly destroy things as ubiquitous as healing and tanking.[/quote]
The Pit Guard has a ~44% chance to inflict Scorn on hit, and Summon Wild Imps will duplicate its effect on any monster.
On the contrary, I think hard counters are completely necessary. Your point about perfect defenders only stands so long as there isn’t a Frenzy Ghoul on the other team, for example. Mutant Swampdweller, additionally, I don’t count as a hard counter because Blight does not prevent healing from happening, and doesn’t kill creatures after it inflicts proportionate damage, which means that Pit Wraith Dominator still gets its boost even against Swampwalker, and enemies still have to target and kill your creatures instead of autowinning.
Also, Scrolls of Mass Dispel will remove any detrimental status once the status creator is gone.
That said, Nightmare Mummies, I agree, are not good for the metagame. It’s not so much what effect they have against creatures as what they do to the player; they nerf an entire class, making all but one of the Wizard’s class perks useless, and that one an out-of-battle passive. I don’t agree with punishing the player for picking an already tough-to-play class.
Luck Creatures and Builds
I agree completely that Vilify and Warp Reality threaten the usefulness of a dozen creatures easily, and require nerfing. Where every other stat debuff in the game is a percentage and recoverable from, only these two completely and outrageously tank a stat to effectively nothing.
These aren’t as bulletproof as you think they are. Stun knocks down your defense for a turn, Wrath prevents it entirely, and Grip/Snare can keep you indefinitely paralyzed. Damaging effects such as Enchantment / White Knuckles / Carrion Swarm don’t care about your defenses at all; and Faith Hunter has a good chance to kill you outright for even trying.
I’m satisfied that they’re balanced, given these counters, though the WDS is undeniably the strongest defense you can obtain in the game, and may need a minor nerf.
I’m already nervous with how badly status has been nerfed in this game; it’s got to be a valid alternative to damage, and the methods by which this is plausible are decreasing rapidly. Gravestorm + Electroheart does need nerfing, I admit, but Timebomb seems valid to me, given that it’s effectively a random 2HKO that requires defending (lots of things will punish you for this).
Creatures that Need a Buff
Frozen Spirit: It’s a cool concept, but creatures that defend and provoke are incredibly likely to keep defending and provoking, because they’re built to do so. Frozen impedes neither of these things whatsoever, and only bothers you if for some reason you decide to have your tank punch things in the face.
Minotaurs in General: They’re intended to get stronger from being punched in the face, but hybrid builds are unimpressive at best, and this means you have a damaged creature leaving off defense duty and exposing other, softer-bellied monsters to attack, so that it can . . . deal mild damage. Because you built it as a tank so that it could survive taking shots in the first place. There’s a problem here.
Minion Monsters: Every single monster in the game that uses minions is slightly underpowered, bar the Blood Hound (due to its plethora of support) and the Lich King (Deathknights are basically SuperLeech, which is already a valid ability for the Bats). I’ve never had a time where I wanted to use a Mutant Seadweller, or Pit Guard, or Planetary Amaranth, or Mauler Fend. A small side benefit to make them more effective than “I casted a Summon spell” would make them more distinct.
Mutant Rotmongeror: Skeleton Cannoneer does literally everything better than this creature, and that is a big problem in terms of design.
Pestilient Smog: Infection and Disease now deal damage off of the inflictor’s base Speed and Luck. This creature has base 6 Speed and base 10 Luck. It doesn’t need to be attempting to inflict Infection and Disease anymore.
Priest of Light: This creature has a 40% chance to heal your party for a total of 105% health on its turn, distributed randomly and inequally. Ashwood Ent heals everyone for 20% on their turn, in a reliable and predictable manner that always works and grants 120% health over the length of a round (and gets better with turn-stealing shenanigans).
Red Storm: Stagger is cool, but with the crappy Attack of the Storms in general, you’re not going to be doing anything worthwhile with it. The Storms in general need a damage-dealer species to make him more viable, or he needs a buff.
Winter Aspect: The Minotaur conundrum again - if this creature’s ability boosts attack, what am I doing trying to draw fire?
Wildfire Efreet: Objectively worse than Dragon Soldier, now.
Carnage Antagonizer: A half-and-half chance to deal damage to an attacker based on a tank’s dump stat. Minotaur conundrum!