[quote=“CIB, post:11, topic:5070”][quote=“Ferodaktyl, post:4, topic:5070”]hmm, remove flaming eyes because they killed you. anything else killed you ?
You might not be aware, but there are people pushing for more monsters than can present some kind of danger to chars.[/quote]
[quote=“John Candlebury, post:5, topic:5070”]I like the random above ground flaming eyes
I think you just got extremely unlucky with the play through, it happens to everyone.[/quote]
Honestly, I get that this is a roguelike community, but I think “If you die, it should be your own fault” is a pretty decent concept for a game. I’m fine with being presented a challenge that takes all my wit to live though, I’m not so fine with driving by an enemy in the distance at 50km/h and that somehow inflicting a lethal disease on me. I imagine I’d be pissed off even worse if I were a new player who doesn’t know about teleglow.
The point is, flaming eyes were fine when they were underground in labs. There you knew you’d have to be careful and avoiding the flaming eye’s gaze was not so difficult - simply close the door. Above ground, all the balancing factors to this are lost, and the thing just becomes ridiculously OP. In a car, even a jabberwocky would be a less dangerous thing to spawn than this.[/quote]
Hmm. I’ll accept that you ought to get one Stare more-or-less of grace, let you know that the eye is active. Flee or kill NOW. So perhaps move the one-in-10K (disease.cpp at 1181) chance of fungal infection to the 8-teleport level, move the one-in 5K for hallucination to unrestricted as compensation? That would require three back-to-back (effectively, four) stares to get into the danger zone.
Removing eyes from topside altogether, however, seems overkill. Frankly, with their Destroy-All-Sightline-Blockers Ray, I’d prefer to remove 'em from labs. How exactly DID the scientists keep the eyes contained?