ninja_ardith wrote:
Essentially what this does is make it so that malediction class spells are less useful than they should be. Finney posted something about this earlier, I don't know where, I don't care to dig it up, but I agree that stat mods shouldn't undermine the punishing effects of malediction class spells. Spells like weaken should affect the maximum stat score for the duration of the effect, or until it is cured. This way mods can't save a character from an affect that they should rightfully be suffering through.
Maledictions only lower the current stat, which is flawed. They should lower both current and maximum to prevent stat mods from being a counter. There are already multiple counters to most malediction spells - remove curse, remove plague, cancellation, remove compulsion, cure blindness, etc. All of these are in addition to the saving throw the victim gets, which with most maledictions completely negates them if successful. I notice Dulrik attempted to address this issue in a recent update, but it doesn't really matter whether your malediction spell succeeds if the victim can shrug it off cause he is wearing +stat gear.
In a game where stat mods can be enchanted, it is not really a valid argument to claim wearing a stat mod hinders you in any way. The veteran crowd will invariably be using/wearing the best scripted gear, mods, etc. and have it all enchanted.