Procne wrote:It's common knowledge that currently Nidbanes are useless, since they are so easy to dispose of. At the same time we don't want a situation where they are too powerful and a lackluster way to kill an enemy.
In my opinion large part of the issue comes from the fact that they can be fought, as PVE combat in haven can be easily cheesed. So I would propose the following:
1. Nidbanes cannot be fought
Although if the target left a lot of scents, and his enemies were dedicated Nidbane summoners then he wouldn't have much chance.
So there's a couple game design flaws with your idea, and nidbanes in general
1. This idea lacks counterplay, you're saying that if they have enough ghosts on them, there's 0 counterplay, nothing they can do, dead.
This could be fixed to maybe a more desirable result by you in saying they are always able to be outran but it's annoying cus you have to be running for 30-60 minutes before they poof, deterring random hermit crime
2. Nidbanes are uninteractive, but mainly for the summoner, once you send one off, there's nothing to do, you just hope for the best
Maybe you can have the nidbane player controlled, and scale somewhat off the summoners stats this would add interaction between the player and the summoner, as well as prevent alt nidbane spamming, and prevent standard animal cheese
They also maybe shouldn't kill, I don't think that nidbanes should be more dangerous than a player, they can maybe have some annoying effect on their wounds, but I don't think they should kill (unless of course they're already low HHP).