Search found 80 matches

Thursday, 19th January 2017, 17:16

Forum: Crazy Yiuf's Corner

Topic: Oakenfolk: A Giant Race

Replies: 9

Views: 2452

Re: Oakenfolk: A Giant Race

Slouch spam on a slow race with faith is effectively infinite. You actually gain piety. While this is somewhat true, you're seriously overestimating how slow movement speed affects slouch damage. It can't one or two shot OoFs even if you need 50 aut to move a single tile. Even if you can three-four...

Thursday, 19th January 2017, 16:29

Forum: Crazy Yiuf's Corner

Topic: Remove Halflings

Replies: 14

Views: 4805

Re: Remove Halflings

Elaborate. They don't have anything except a boring innate mutation and a very big apt on a useless weapon that's about to get removed if the 0.20 ranged "reform" a.k.a removal is to be taken seriously. It's just a Kobold with a better LB/Axe apt in exchange for having unintuitive apt twe...

Thursday, 19th January 2017, 16:17

Forum: Crazy Yiuf's Corner

Topic: ITT we remove races

Replies: 26

Views: 9373

Re: ITT we remove races

when you unironically realize that all crawl races are just different versions of humans

Thursday, 19th January 2017, 03:27

Forum: Crazy Yiuf's Corner

Topic: Revert Ogre apt change

Replies: 35

Views: 9745

Re: Revert Ogre apt change

Assuming you are a Mage background and trying to pick a weapon class But I don't invest on weapon skills at all. It's clearly unoptimal if you're going to waste exp on a skill that is only used if you made a mistake of running out of MP/not killing every threat in LoS before you run out of MP and f...

Wednesday, 18th January 2017, 16:55

Forum: Crazy Yiuf's Corner

Topic: Make slime pit shorter

Replies: 9

Views: 2735

Make Crawl shorter

to 1 floor. No, 2 floors is problematic because the 2nd floor would be redundant to the first floor in contributing to tedium. Also, minimize empty spaces and diggable walls because empty spaces contribute to both luring and kiting.

Wednesday, 18th January 2017, 05:29

Forum: Crazy Yiuf's Corner

Topic: Revert Ogre apt change

Replies: 35

Views: 9745

Re: Revert Ogre apt change

papilio wrote:As High-HP casters, we already have Draconians


Humans have about the same HP too and basically have the same spell apts with a Draconian so should they be scrapped too?

Wednesday, 18th January 2017, 05:18

Forum: Crazy Yiuf's Corner

Topic: Revert Ogre apt change

Replies: 35

Views: 9745

Re: Revert Ogre apt change

Don't you prefer a very high HP Deep Elf more than a Troll with different melee?

Wednesday, 18th January 2017, 01:20

Forum: Game Design Discussion

Topic: fr: buff Finisher

Replies: 18

Views: 4945

Re: fr: buff Finisher

serve ANY purpose other than tricking players who don't yet fully grasp the speed system? Unrands in general serve to trick players who are not aware of Crawl's mechanics. Even in the offchance that they're good (Boots of Assassin, Orange CPA, Plutonium Sword), you have an overwhelming chance of pl...

Monday, 16th January 2017, 17:46

Forum: Game Design Discussion

Topic: My idea to stop (a kind of) luring

Replies: 11

Views: 3500

Re: My idea to stop (a kind of) luring

A really good Song of Slaying rework but as a standalone feature? Naaaah. Just make it so that you gain +1 slaying per 2 attacks and set a limit so that the bonuses doesn't get crazy.

Monday, 16th January 2017, 05:48

Forum: Game Design Discussion

Topic: late game god

Replies: 11

Views: 3503

Re: late game god

I don't get it. Why would I risk a god wrath for inconsequential and boring benefits when other Gods do it better? If you attempt to raise numbers, it'll just be ugly design equivalent to wearing a randart; something like Heroism but worse.

Saturday, 14th January 2017, 18:44

Forum: Game Design Discussion

Topic: Why phase out races at all?

Replies: 60

Views: 27096

Re: Why phase out races at all?

Step 1: Rework HE, Step 2: Rename HE, and you have a brand new race! Step 1: Rework Humans give +3 Axe apt add +2 more Invo because... uhhh... why not fiddle with its magic apts in an unintuitive manner give the ability to worship a bad god Step 2: Rename Humans to Hill Orcs Step 3: Wow it's a bran...

Friday, 13th January 2017, 15:13

Forum: Dungeon Crawling Advice

Topic: How do you leverage the advantages of the Assassin start?

Replies: 20

Views: 6864

Re: How do you leverage the advantages of the Assassin start

Vampires are better at being Transmuters while Halflings are just tiny MiBes.

Friday, 13th January 2017, 01:03

Forum: Game Design Discussion

Topic: Dynamic Monsters branch

Replies: 48

Views: 21105

Re: Dynamic Monsters branch

Is there a possibility for this feature to be in a separate game mode instead of regular Crawl?

Tuesday, 10th January 2017, 18:10

Forum: Game Design Discussion

Topic: How come amulets of rage are still swappable?

Replies: 21

Views: 6662

Re: How come amulets of rage are still swappable?

The penalties for equipping it is not wearing an objectively better amulet and letting it occupy an inventory slot in the first place.

Tuesday, 10th January 2017, 10:31

Forum: Crazy Yiuf's Corner

Topic: Hell/Pan rework idea

Replies: 4

Views: 1723

Re: Hell/Pan rework idea

removeelyvilon wrote:"Cut each Hell from seven floors to four"

  Code:
Goal is to set the two branches in a roulette to reduce extended's length / redundancies



This achieves literally nothing except turning regular Crawl one step closer into Crawl sprint. Good to know that this game is in good hands :lol:

Tuesday, 10th January 2017, 06:43

Forum: Game Design Discussion

Topic: Instruments of Transmutation (Tmut Reform Idea)

Replies: 28

Views: 9128

Re: Instruments of Transmutation (Tmut Reform Idea)

Why should they cost MP at all, if it's not going to be significant? I don't care for having to recast buffs, and I think this neatly solves that problem Recasting buffs or spells of any kind is neither a problem nor insignificant. The need to recast in exchange for (x) mana and 1 turn spent are th...

Monday, 9th January 2017, 04:43

Forum: Game Design Discussion

Topic: Adjust Malmutate in Extended

Replies: 23

Views: 6764

Re: Adjust Malmutate in Extended

Floodkiller wrote:I would argue that neqoxecs should lose Malmutate... made rarer to spawn accordingly


You can't since after all, your argument is just "I want to have an even easier time in extended". Make it a habit to maintain your focus on identifying threats and they will become a non-issue.

Friday, 6th January 2017, 14:41

Forum: Game Design Discussion

Topic: Stealing runes should make Zot 5 harder

Replies: 33

Views: 9343

Re: Stealing runes should make Zot 5 harder

Remove the ability to use teleportation in all PanHell rune floors and Zot:5 unless it's from a trap.

Friday, 6th January 2017, 10:40

Forum: Game Design Discussion

Topic: Stealing runes should make Zot 5 harder

Replies: 33

Views: 9343

Re: Stealing runes should make Zot 5 harder

VeryAngryFelid wrote:The same felid also can die due to how combat in crawl works


Not true. It's extended, you should have a lot of tricks up your sleeve by then to the point that dying in 1v1 is impossible.

Friday, 6th January 2017, 10:30

Forum: Game Design Discussion

Topic: Stealing runes should make Zot 5 harder

Replies: 33

Views: 9343

Re: Stealing runes should make Zot 5 harder

VeryAngryFelid wrote:commonly recommended to apport extended runes and teleport away.


Huh, why would you do that? The hell and panlords are weak enough that a melee Felid can kill every single one of them. Don't speedrun

Friday, 6th January 2017, 03:01

Forum: Game Design Discussion

Topic: A possibly workable change to poison magic.

Replies: 48

Views: 18803

Re: A possibly workable change to poison magic.

It's not relevant to my point anyway. Tabbing is also not relevant anywhere in this thread. You seem to intentionally ignore that melee doesn't cost a single mana to execute, works against everything and that melee dudes almost always tend to prefer and have higher AC than casters because they most...

Friday, 6th January 2017, 00:40

Forum: Game Design Discussion

Topic: A possibly workable change to poison magic.

Replies: 48

Views: 18803

Re: A possibly workable change to poison magic.

Did you read my whole comment? Of course, but these because it's frequently boring but optimal to do Running away from a monster you've poisoned (the form of kiting that is relevant to DoTs) is safer, slower, and less interesting than spamming tab. and even these DoT is the least interesting way to...

Thursday, 5th January 2017, 10:35

Forum: Game Design Discussion

Topic: A possibly workable change to poison magic.

Replies: 48

Views: 18803

Re: A possibly workable change to poison magic.

Quazifuji wrote:without showing any attempt to actually understand what other people are trying to say


Calm down :lol: , then can you at least provide and enlighten us with some evidences to support these two entertaining unfounded arguments I always see

1. DoT is bad
2. Kiting is bad

Wednesday, 4th January 2017, 10:31

Forum: Game Design Discussion

Topic: Weapon-less Ieoh Jian Council (now implemented)

Replies: 81

Views: 35925

Re: Weapon-less Ieoh Jian Council, a radical change.

Pretty sad that you have to cut out those floating weapons since it's one of the major reasons why that 80% crosstraining is attractive. So I guess the meta now would be to main UC while just having a sidearm melee weapon to dump your enchant weapons with? Idk seems very awkward to me that a 12 MP a...

Wednesday, 4th January 2017, 02:46

Forum: Game Design Discussion

Topic: A possibly workable change to poison magic.

Replies: 48

Views: 18803

Re: A possibly workable change to poison magic.

Sprucery wrote:if kiting is such a problem


It's not. It's a non-issue coated by memers with their "I don't like" opinion to make it look like an actual problem.

Tuesday, 3rd January 2017, 23:59

Forum: Crazy Yiuf's Corner

Topic: Luring

Replies: 33

Views: 8688

Re: Luring

VeryAngryFelid wrote:"Luring" is bad because we do it always


woah... really grinds the neurons :o

Tuesday, 3rd January 2017, 23:41

Forum: Game Design Discussion

Topic: A possibly workable change to poison magic.

Replies: 48

Views: 18803

Re: A possibly workable change to poison magic.

True, Tornado is risky while Poison isn't. That may also be the reason why a lot of softie casters do not use Tornado even in extended because the other lvl 9 damage spells (Firestorm/Glaciate/Shatter/Dragon's Call) are safer to use. So if Poison Magic got a hypothetical level 9 spell that is risky ...

Tuesday, 3rd January 2017, 22:56

Forum: Game Design Discussion

Topic: A possibly workable change to poison magic.

Replies: 48

Views: 18803

Re: A possibly workable change to poison magic.

making an argument But I'm not. I cannot even attempt to convince them to buff it when they clearly do not want to in the first place. I'm not a masochist. I'm just pointing out that "DoT is bad" being used as a reason to why Poison Magic isn't being buffed nor reworked, is completely wro...

Tuesday, 3rd January 2017, 22:13

Forum: Game Design Discussion

Topic: A possibly workable change to poison magic.

Replies: 48

Views: 18803

Re: A possibly workable change to poison magic.

Tornado is a lvl 9 spell so it falls into the "game is already won meme" category. So using what you've said, Poison Magic should be free to get a lot of higher level spells that ignores balance ASAP since Poison Magic is falling behind. Yet for some reason Poison Magic isn't getting even...

Tuesday, 3rd January 2017, 21:54

Forum: Game Design Discussion

Topic: A possibly workable change to poison magic.

Replies: 48

Views: 18803

Re: A possibly workable change to poison magic.

DoT is a problematic mechanic If you insist with this meme then you should agree that Tornado should be removed at once. DoT Clouds (including the ones from Firestorm and Glaciate) and Poison are not so bad because their damage is not that high and a lot of monsters resist them but Tornado works ag...
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