Spinnerets Balance Suggestions

Issue #2349 wontfix
Former user created an issue

Spinnerets: Mutation lacks utility and usefulness on its own. Powerful creatures are unlikely to fail a web save, creatures with ranged attacks don't really care if they get stuck or not, and all enemies at risk of being stuck actively avoid webs to begin with. Provides minimal benefits in melee combat because stuck enemies can still fight back at full effectiveness.

Possible changes: 1.Buff player while standing on webs (resistance to forced movement checks/Increased movement speed/increased to hit/increased dodge value/pause duration of sprint)

By buffing the user, webs could provide consistent benefits that aren't instantly negated if an enemy doesn't feel like walking into them, has high strength, or has ranged attacks.

2.Conversion to a charge based ability rather than a duration based ability.

This would make the mutation a lot more versatile and give it more effective uptime.

3.Additional deployment options. (Spray webs/Cast webs/Reinforce webbing)

The ability to spray webs in a cone would allow the mutation to be used more offensively and would force enemies to move through webbed areas. Being able to cast webs similar to a snapjaw's cast net would allow players to pin down flying enemies or force a strength check on specific targets at range, giving the mutation more utility and allowing it to be used more aggressively. Being able to reinforce an already existing tile with webs into a low health wall that enemies would have to break down to get through (and that would block ranged fire) would make the mutation a stronger defensive tool as well. Alternatively/additionally, reinforcing the webs on a tile with a stuck enemy might cocoon them, forcing them to remain prone until they can break free.

4.Debuff enemies. (Reduced movement speed/reduced DV/exhausted, cocooning)

Debuffing enemies simply for moving through your webs would make them useful even against enemies that aren't likely to get stuck. Also, because stuck is pretty lackluster to begin with, expanding it with debuffs like 1 turn of exhaustion upon breaking free for every failed attempt at escaping (reduced by strength modifier/waiting a turn), or the aforementioned ability to cocoon enemies and prevent them from attacking would be nice ways to increase its effectiveness.

Comments (2)

  1. Log in to comment