Search found 376 matches

Tuesday, 23rd August 2016, 10:24

Forum: Crazy Yiuf's Corner

Topic: Felid Packs in Depths

Replies: 12

Views: 3589

Re: Felid Packs in Depths

In a new, feline lair branch!

Saturday, 20th August 2016, 18:15

Forum: Game Design Discussion

Topic: Give venom mages ignite poison

Replies: 8

Views: 2908

Give venom mages ignite poison

As the title says, I propose to add ignite poison to VM's starting spell book. Currently the background is in an awkward position where it has no tools to deal with early rPois threats, but instead is given a very situational level 5 alistair's intoxication. Ignite poison would be a helpful addition...

Friday, 19th August 2016, 08:14

Forum: YASD! YAVP! and characters in progress too

Topic: [YASD]! Some advice, if you'd be so kind

Replies: 16

Views: 4232

Re: [YASD]! Some advice, if you'd be so kind

Don't eat mutagenic meat
Don't drink potions of mutation
Prioritize mutators
Use choke points (e.g. corners) to lure mutators and give them less opportunities to do nasty things
Use other monsters to block line of sight of mutators

Wednesday, 17th August 2016, 09:24

Forum: Dungeon Crawling Advice

Topic: Magic vs Melee

Replies: 72

Views: 28246

Re: Magic vs Melee

If you thinking you need to retreat each time you've encountered something or mash tab as extra bonus - you're training skills wrong. If you can't sustain mana in anywhere except hell:7\Abyss:5\Randomly-hard Pan areas - you're doing it wrong. Casters can have up to 90+ mana pool with a proper gear ...

Tuesday, 16th August 2016, 14:50

Forum: Game Design Discussion

Topic: Show the chance of monster noticing you

Replies: 5

Views: 2109

Re: Show the chance of monster noticing you

Every action. That's why spriggan isn't better at sneaking than naga (at least until they get noticed)

Sunday, 14th August 2016, 20:47

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP feeble caster conduct

Replies: 6

Views: 2339

Re: YAVP feeble caster conduct

How did you deal with cerebov/gloorx vloq without glaciate? Shatter? I used LRD against Gloorx until he entered range of LCS, then I switched to the latter. Note that Gloorx has low AC, so LRD at 150 power is quite effective. Against Cerebov I used LCS. From my experience it is likely to take more ...

Sunday, 14th August 2016, 17:40

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP feeble caster conduct

Replies: 6

Views: 2339

Re: YAVP feeble caster conduct

I play very rarely and preferably offline, because I grew tired of poor connectivity. If something grabs my interest enough to play, I'll see next time if lag decreased on CXC or CUE for me. Having no fighting skill is risky. If you were missing just 4 hp, then 2 hellfires that rolled for max could ...

Sunday, 14th August 2016, 09:13

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP feeble caster conduct

Replies: 6

Views: 2339

YAVP feeble caster conduct

Winning a fully melee-oriented character is considered mundane, so why not try the opposite? I forged a simple rule: only skills from the second skill column may be trained ; can use all weapons to avoid some tedium, but still experience a fragile glass-cannon mage. Too bad I didn't choose Deep Elf,...

Friday, 12th August 2016, 14:04

Forum: YASD! YAVP! and characters in progress too

Topic: CIP OgWz - advice required

Replies: 9

Views: 2493

Re: CIP OgWz - advice required

If it is a good idea to use shield instead of the best 2h weapon, then other 2h weapons should be removed from the game as useless.
If there is a base item class that is unconditionally the best, then devs screwed up the balance somewhere on the way.

Friday, 12th August 2016, 13:58

Forum: Crazy Yiuf's Corner

Topic: Replacements for ring of loudness/teleportation

Replies: 4

Views: 1436

Re: Replacements for ring of loudness/teleportation

I have a better malus for the first ring if you want to make it a randart! The ring would still give you +all stats, but also decrease your movement speed, scaling up to +15 to all stats and -50% movement speed :> Silly joke aside, I think these rings would be worth consideration (unlike amulet of h...

Thursday, 11th August 2016, 12:23

Forum: YASD! YAVP! and characters in progress too

Topic: CIP OgWz - advice required

Replies: 9

Views: 2493

Re: CIP OgWz - advice required

Nobody recommends shields because GSC is the best non-artifact weapon in the game. And shields are the best source of SH in the game. Not to particularly encourage to play a shield wielding ogre, but Heroism raises shield skill, too, and an eveningstar combined with ogre's strength deals very satis...

Thursday, 11th August 2016, 12:15

Forum: Game Design Discussion

Topic: Make Sting Poison only

Replies: 4

Views: 1674

Re: Make Sting Poison only

goodcoolguy wrote:Removing the conjurations component will provide better fail rates and spell power on d:1. This will bring the spell more in line with the performance of other d:1 direct damage spells.
Not for species that have conjurations apt higher than PM apt.
Oops, taken back.

Thursday, 11th August 2016, 10:26

Forum: Game Design Discussion

Topic: Remove Venom Mage

Replies: 23

Views: 5373

Re: Remove Venom Mage

How about applying this to Sticky Flame instead, and giving up on VM? We have six conjurations background, so why don't we fix the ones that are 10% bad and get rid of the one that is 100% bad? Six or twenty, if they are all different, why reduce replayability by removing one of them? We have many ...

Wednesday, 10th August 2016, 13:15

Forum: Game Design Discussion

Topic: Remove Venom Mage

Replies: 23

Views: 5373

Re: Remove Venom Mage

I do not think that content removal because of subjective opinion on tedium of playing VM could make the game more interesting in general or less abusable. I also believe that Poison Magic is not even the worst in the topic of kiting. At least Poison Magic lets you stack significant amount of poison...

Wednesday, 27th July 2016, 09:45

Forum: Game Design Discussion

Topic: .des vaults would benefit from randomization

Replies: 10

Views: 2753

.des vaults would benefit from randomization

Vaults are very randomised. Both in layout and in monsters/loot. I strongly disagree with that sentence, especially when level-wide vaults come to mind. A player seriously benefits from knowing a layout of a level and number/type of monsters. I personally have done hell endings / unique pans multip...

Tuesday, 19th July 2016, 13:27

Forum: Crazy Yiuf's Corner

Topic: Good weaknesses for a player race.

Replies: 16

Views: 4112

Re: Good weaknesses for a player race.

Considering that number of male and female uniques is now well balanced, I propose a chauvinist species. 1. Select your gender (M/F). 2. You have permanent amulet of harm and berserkitis against opposite gender. 3. There is a small chance to convert same gender enemies to your cause (they cannot lea...

Friday, 1st July 2016, 10:14

Forum: Crazy Yiuf's Corner

Topic: Xom rework suggestion

Replies: 14

Views: 3758

Re: Xom rework suggestion

Definitely not; you'd already pay an opportunity cost, while you could gain either nothing or even be punished.

Wednesday, 29th June 2016, 13:41

Forum: Game Design Discussion

Topic: Riposte

Replies: 62

Views: 19667

Re: Riposte

I assume this works per each enemy attack?

Wednesday, 29th June 2016, 09:09

Forum: Game Design Discussion

Topic: double zot traps blocking lobe entrances

Replies: 5

Views: 1770

Re: double zot traps blocking lobe entrances

I wish they spawned every time, they're really challenging / fun!

Wednesday, 8th June 2016, 08:42

Forum: Dungeon Crawling Advice

Topic: Is there any reason to use anything other than axes/spears?

Replies: 30

Views: 8125

Re: Is there any reason to use anything other than axes/spea

snip There are some inaccuracies in your post. Long blades: have the "Highest damage per swing" as mentioned by Sar. There is no more strength/dex weighting on weapons. Long blades are less common in early game than m&f; Eudemon blades are extremely rare. M&F: Depending on enemy t...

Friday, 3rd June 2016, 09:41

Forum: Game Design Discussion

Topic: Remove evokable invisibility (was remove "End invisibility")

Replies: 30

Views: 8330

Re: Remove "End invisibility" ability

If it can be used reliably at 0 evocations and this is a problem, the solution would be to increase the required evocations skill to use it. I recommend a failure % curve that stays at 100% failure until for example 10 evocations, and only then starts going down. This would prevent spamming the rin...

Thursday, 26th May 2016, 15:21

Forum: Game Design Discussion

Topic: Make some gods unavailable

Replies: 33

Views: 6892

Re: Make some gods unavailable

Since people are willing to fully clear first nine levels to find desired god, what will stop them from restarting the game if their 'optimal' god is not available in the temple? It's not that people care too much about win ratio anyway, and those who do will take the first reasonable god they find ...

Friday, 13th May 2016, 11:41

Forum: YASD! YAVP! and characters in progress too

Topic: Super-fragile MfIE

Replies: 13

Views: 3075

Re: Super-fragile MfIE

@Phaedo: Please use [ code] for character dumps instead of [ spoiler]. On MfIE I would increase both Dex and Str, keeping Dex somewhat higher, but do not raise Dex above 25 (declining gains). Skill investment seems ok. As a rule of thumb consider changing armour if the new one gives you higher AC+EV...

Tuesday, 10th May 2016, 14:42

Forum: YASD! YAVP! and characters in progress too

Topic: Super-fragile MfIE

Replies: 13

Views: 3075

Re: Super-fragile MfIE

MfIE in general makes a poor conjurer. Don't train conjurations, because Mf's int is low, aptitudes mediocre and therefore making ice spells your main killdudes will be a chore*. Instead, I propose a following training scheme: - Get Ice to the level where casting Ozo and summon Ice Beast is comforta...

Friday, 29th April 2016, 11:31

Forum: Game Design Discussion

Topic: Remove slotloss mutations from the BeneMut pool

Replies: 37

Views: 9151

Re: Remove slotloss mutations from the BeneMut pool

So the benefit of headslot mutation is an unbranded, unenchanted attack with a whip (beak) or a mace (horns) happening at best twice in three attacks. The price is 1-2AC and limited headgear selection. Beak/horns mutations seem to be only wanted if: 1. dex+str is high, slaying is high, character goe...

Friday, 29th April 2016, 06:51

Forum: Game Design Discussion

Topic: Remove slotloss mutations from the BeneMut pool

Replies: 37

Views: 9151

Re: Remove slotloss mutations from the BeneMut pool

Duvessa, could you explain then what body slot mutations do? I was under the impression that auxiliary attacks coming from 1st level body slot mutations are very weak compared to normal attack because of their low base damage. On D:1 I would definitely trade helmet slot for small horns, but on D:15 ...

Wednesday, 20th April 2016, 09:51

Forum: YASD! YAVP! and characters in progress too

Topic: CiP: strong TrBe: strategy for V:5

Replies: 17

Views: 3628

Re: CiP: strong TrBe: strategy for V:5

Berserk on stairs is a bad idea. It is likely to end with enemies still in sight and if these include warden(s), you won't be able to escape upstairs. It's better to tele not slowed, not exhausted and with max HP, so your strategy shall be teleporting, finding a decent spot and summoning BiA there. ...

Friday, 15th April 2016, 07:49

Forum: YASD! YAVP! and characters in progress too

Topic: CIP Is that VpEn viable for extednded?

Replies: 7

Views: 2110

Re: CIP Is that VpEn viable for extednded?

What Airwolf wrote was very correct. Keeping short blade cursed makes hardly any sense once you reach max piety. You have mindelay on short sword anyway and damage boost from 4 skill levels is irrelevant. On top of that, +8 pierce short sword is a poor weapon which will barely kill anything in exten...

Thursday, 31st March 2016, 14:43

Forum: Game Design Discussion

Topic: Tweak Nagas: Some Minor Requests

Replies: 13

Views: 3341

Re: Tweak Nagas: Some Minor Requests

1. Poison is reduced to 2, Charms are raised to 1. Enemy nagas constantly utilize haste to remove their core weakness, please help us, Dev Team. Decreasing an apt of a skill which is extremely useful in early game (given good books) does not help nagas. Raising an apt of Charms actually does not he...

Wednesday, 23rd March 2016, 10:42

Forum: Dungeon Crawling Advice

Topic: So, the interdimensional caravan is in town...

Replies: 9

Views: 3118

Re: So, the interdimensional caravan is in town...

Dexterity above 25 provides diminishing gains to evasion, so it's rarely a good idea to increase it above that threshold. Furthermore your armour is very heavy, which limits evasion (gains) even further. I am pretty sure that the cloak would give you 2 to 3 EV and isn't better than your current one....

Friday, 11th March 2016, 15:54

Forum: YASD! YAVP! and characters in progress too

Topic: Help for >3 rune games

Replies: 10

Views: 2634

Re: Help for >3 rune games

Sprucery wrote:Here are two characters I did it with
What does it prove?

Friday, 11th March 2016, 15:53

Forum: Crazy Yiuf's Corner

Topic: Why do new players invest so many XP into spellcasting?

Replies: 31

Views: 15857

Re: Why do new players invest so many XP into spellcasting?

Food is a resource which everyone has to collect and use, but it is mostly irrelevant except for low-int spellcasters, species with food gimmick, rod users and maybe some ability abusers. How can a single type or resource balance these multiple, unrelated cases? My answer is: it cannot. If it is des...

Thursday, 10th March 2016, 09:53

Forum: Dungeon Crawling Advice

Topic: Any way of not dying before Lair as a caster?

Replies: 55

Views: 15924

Re: Any way of not dying before Lair as a caster?

Agree, new players tend to believe -2 apt are awful Isn't -2 awful? Hints mode shall explain the basics of the game, but at the same time it shouldn't be repulsive and boring. DE, Mi and Ce are good choices if you want to hook new players and show them the fanciest aspects of Crawl. The problem is ...

Wednesday, 9th March 2016, 17:03

Forum: Dungeon Crawling Advice

Topic: Any way of not dying before Lair as a caster?

Replies: 55

Views: 15924

Re: Any way of not dying before Lair as a caster?

Lasty, I think that this information is hardly useful because of speedrunners. You can see huge overrepresentation of DE in this sample, because it's the first speedrunner's choice. Out of 52k FE games, 18k were deep elf games! Even in the group of greatplayers 339 games out of 1860 are DEFE - for t...

Wednesday, 9th March 2016, 10:26

Forum: Dungeon Crawling Advice

Topic: Any way of not dying before Lair as a caster?

Replies: 55

Views: 15924

Re: Any way of not dying before Lair as a caster?

Just admit it - deep elves are glass cannons. Many people enjoy glass cannons because they are exciting to play, not because they are great at survival. A DE has less HPs than an octopode and less lives than a felid. Due to low str and poor Armour apt it's difficult to get AC quickly, so for a long ...

Thursday, 18th February 2016, 10:04

Forum: Crazy Yiuf's Corner

Topic: Race Proposal: Drider

Replies: 3

Views: 1435

Re: Race Proposal: Drider

If we were building all species from scratch, maybe. In current state Drider isn't unique enough. Innate AC, poor dodging, malformed body and sInv makes it naga-like. Even apts aren't that much different. What is "new" is spit and rPois. Speaking of the latter - rpois- does not work well o...

Thursday, 18th February 2016, 09:50

Forum: Dungeon Crawling Advice

Topic: How to win a melee octopode on a streak?

Replies: 23

Views: 5317

Re: How to win a melee octopode on a streak?

Berder's guide made me smile - mostly because of the part about hydras and plant shadow-stepping. Additional stealth and evasion from Dithmeons are advantages which octopode shall enjoy. Nevertheless, no panic button means Dith would not solve my problems. At least the topic had some other interesti...

Wednesday, 17th February 2016, 09:03

Forum: Dungeon Crawling Advice

Topic: How to win a melee octopode on a streak?

Replies: 23

Views: 5317

How to win a melee octopode on a streak?

Many people claim that octopodes are fun and not-so-hard, but I have a feeling that there's a hidden message in that ("if you are lucky enough to find good equipment and spells"). Considering that octopodes have the worst win ratio of all species, they are certainly amongst the most challe...

Tuesday, 16th February 2016, 19:30

Forum: Dungeon Crawling Advice

Topic: Convenient switching ranged/melee with shield

Replies: 5

Views: 1799

Re: Convenient switching ranged/melee with shield

Are you aware that equipping/unequipping a shield takes 5 rounds? This makes switching a very poor choice in combat and outside of combat it doesn't make too much sense.

(You could assign a macro, but really, either go unshielded or forget about switching)

Tuesday, 16th February 2016, 12:49

Forum: Dungeon Crawling Advice

Topic: How far is MiFi of Okawaru going to take me?

Replies: 19

Views: 4969

Re: How far is MiFi of Okawaru going to take me?

An advice for late game - there is little reason to excessively train melee/martial skills. Training cost increases significantly with each skill level, but the gains are linear or even decremental. For weapon skill you want to reach a level which guarantees mindelay. For fighting/dodging/armour the...

Thursday, 11th February 2016, 15:45

Forum: Crazy Yiuf's Corner

Topic: RIP Ashenzari

Replies: 28

Views: 7210

Re: RIP Ashenzari

Sar, aren't you joking? Have you maybe considered joining Xom? Do you know that if you want randomness, you might also go godless, as this is the equivalent of curseless Ash game? Ash lets you see through walls, gives you clarity, sInv, allows to retrain skills and identifies items - all to reduce r...

Thursday, 11th February 2016, 15:41

Forum: Crazy Yiuf's Corner

Topic: RIP Ashenzari

Replies: 28

Views: 7210

Re: RIP Ashenzari

Dpeg, why do you bother to reply if you actually do not want to reply? Why do you selectively quote my post and claim it's all I can come up with? I recommend PM-ing if you feel offended rather than joining me on my level. I didn't intend to antagonize anyone and I'm sorry for the tone. I have asked...

Thursday, 11th February 2016, 14:13

Forum: Crazy Yiuf's Corner

Topic: RIP Ashenzari

Replies: 28

Views: 7210

Re: RIP Ashenzari

So one kind of randomness is replaced with another. Now we can decide what to curse unless we have none to begin with. Can we finally get rid of luck dependency? Can Ashenzarites get a curse item on demand? people agreed that it makes early piety gain easier, but later item swapping harder. Which so...

Monday, 8th February 2016, 15:03

Forum: Dungeon Crawling Advice

Topic: Does Chei stop the haste part of berserk or ban it entirely?

Replies: 5

Views: 1631

Re: Does Chei stop the haste part of berserk or ban it entir

duvessa wrote:This is very bad.
You mean worshipping Chei? :)

Berserk under Chei seems to be bad, but considering that Chei's penance after berserking is extremely short, it can still be worthwhile (esp in early game as a last resort) considering HP and damage boost.

Friday, 5th February 2016, 10:26

Forum: Crazy Yiuf's Corner

Topic: Crazy Charms idea: passives

Replies: 9

Views: 2753

Re: Crazy Charms idea: passives

There are two cases right now: 1. Use Ozo's before every fight 2. Don't. Disagree. Not in early game, where I discover an enemy, decide whether I am going to melee or need protection and based on that, I cast Ozo or save mana for offensive spells. Later in a game - agree. As far as cost scaling, 3m...

Friday, 5th February 2016, 10:12

Forum: Game Design Discussion

Topic: Wands

Replies: 3

Views: 1284

Re: Wands

Low tier damaging wands could spawn less often or even be removed, as they don't serve too much purpose at any point of the game (replace them with slings in early game if necessary). High tier wands are already limited in use to tougher encounters, so I don't see a reason to make them more scarce. ...

Thursday, 4th February 2016, 15:19

Forum: Crazy Yiuf's Corner

Topic: Crazy Charms idea: passives

Replies: 9

Views: 2753

Re: Crazy Charms idea: passives

This was already proposed before, but I don't have time right now to search for original topic. There are two main issues as for me: - permanent cost is irrelevant for melee characters, but crippling for conjurers. - the cost does not scale over the length of game - 2MP is a lot at XL7, but nothing ...

Thursday, 4th February 2016, 14:07

Forum: Game Design Discussion

Topic: Proposal: Limit items by category, instead of overall

Replies: 4

Views: 1511

Re: Proposal: Limit items by category, instead of overall

This proposal brings even more limitations than current solution. For strategical items it would mean more backtracking, because you would NEVER have enough space to carry them around. Half of tactical items would never see a use past midgame, because they would not fit anymore in a backpack. Also, ...

Friday, 29th January 2016, 11:22

Forum: YASD! YAVP! and characters in progress too

Topic: YASQ - mutation roulette

Replies: 5

Views: 1845

Re: YASQ - mutation roulette

Oh, believe me that even people who enjoy speedrunning aren't passionate about startscum, except that in order to achieve great scores they are willing (forced) to scum. The problem about scoring is psychological. Once you are capable of beating the game, you might look for some qualitative way of a...
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