Snake Sneak
Posts: 119
Joined: Sunday, 11th May 2014, 17:36
Thoughts on DCSS after 209 on-line games and 10 wins.
So after on-line 209 games I have finally achieved the #crawl achievement of “good player” and it seems worthwhile to reflect a bit on my time playing Dungeon Crawl Stone Soup, which is easily my favorite game at this point in time. I started playing off-line a little over a year ago, though most of my play last time we concentrated over a few months. I never won, and my conception of what a good character and good play was has changed pretty rapidly since then. It is particularly startling looking back at some of my equipment choices for old games. I decided to switch to on-line play after I picked things up after the 0.14 release and got my first win, a Formicid Fighter of Chei. I attribute that win mostly to having pearl dragon armour early but I have been able to win frequently enough since then that I can’t attribute it entirely to luck. Afterwards I decided to switch to on-line play, as I liked the idea of being able to get more effective critiques of what I was doing right and wrong, and I wanted to participate in WalkerBoh’s Sudden Death tournament. I ended up doing badly in the tournament, but Interwoven with my games I have been able to rack up a reasonable amount of wins, with a total win rate of 4.78%. These are the games I have won with a few comments on each:
Demonspawn Artificer of Qazlal (http://crawl.akrasiac.org/rawdata/doubt ... 201458.txt)
I chose Demonspawn Artificer because I like the ability to adapt to the opportunities that Crawl throws my way, and Demonspawn pretty much epitomize adapting to opportunity. Early on I discovered the new Trunk-god, Qazlal, and decided that it would be fun to try it out with a Demonspawn, particularly considering the strength of the Demonspawn invocation skill. I ended up maxing it out at 27. After winning a 3 rune game, I wanted to dive into extended. Unfortunately I made the mistake of throwing all my enchant weapon scrolls into a demon whip of distortion before I learned how much I hated the distortion brand so I stopped at five. I ended up using Upheaval and Disaster Area a lot.
Total Demonspawn Artificer Attempts: 12 Win rate: 8%
Halfling Fighter of Zin (also: Okawaru and the Shining One) (http://crawl.akrasiac.org/rawdata/doubt ... 155608.txt)
This one was built out of my desire to try out the new thrown combat rules. I actually started off playing a Halfling Warper, but quickly came to the conclusion that a Halfling Fighter was actually better for this, particularly since the Halfling Fighter starts with a tasty, tasty buckler. When I reached the point where I had to decide if I was doing Extended or not, this one was strong enough that it seemed worth going for it. I did, and outside of a particular harrowing incident in Pan where I accidentally lost all of my Shining One piety due to making my summoned angels cranky and then killing them (oops) things went reasonably well.
Total Halfling Fighter Attempts: 7 Win rate: 14%
Deep Dwarf Earth Elementalist of Makhleb (http://crawl.akrasiac.org/rawdata/doubt ... 030533.txt)
Deep Dwarf Earth Elementalist was one of the combinations I have been most successful with off-line, so I decided to give it a shot on-line too. It went very well, and my only attempt resulted in a win. I think one thing that separated this attempt from previous ones is my utter willingness to sacrifice maximum mp capacity to keep my hit points at a non-critical level. It kept me alive and let me cruise to a three rune victory pretty easily (outside of the mutated mess he was after Zot). My vampiric lajatang and an early good ring of slaying helped a lot.
Total Deep Dwarf Earth Elemantalist Attempts: 1 Win rate: 100%
Merfolk Skald of Okawaru (http://crawl.akrasiac.org/rawdata/doubt ... 032520.txt)
Merfolk was one of the other races that I did pretty well with off-line. My highest score was with merfolk, and I ended up with a near win with one off-line just before I got my FoFi of Chei victory. I decided to do a Skald because I had wanted to try out the “new” skald book, and Merfolk are one of the good skald combinations. I was able to get a fair amount of good AC boost mutations in the early and mid-game which helped a bit, and it was pretty smooth sailing up until the late game. Getting haste on-line fairly early was pretty fun. Total Merfolk Skald
Attempts: 3 Win Rate: 33.3%
Gargoyle Monk of Okawaru (http://crawl.akrasiac.org/rawdata/doubt ... 015512.txt)
I had observed a few unarmed combat evangelists, and decided I would give it a go using a Gargoyle, because apparently Gargoyle is one of the recommended Monk races that I had not yet won with. I had already splatted a handful of other Gargoyles (4 gladiators and an abyssal knight) due to carelessness but the gargoyle monk ended up being pretty easy, to the point where I marveled at how easy parts of the game that had been fairly tough with other combinations were with this one. This ended up being a recurring trend with future winners (and not winners as well, to be honest). I am still not convinced Unarmed Combat is as fun as finding all sorts of weapons, but I do not question its power anymore.
Total Gargoyle Monk Attempts: 1 Win Rate: 100%
Naga Assassin of Dithmenos (http://crawl.akrasiac.org/rawdata/doubt ... 143415.txt)
At this point I had killed a lot of (20) Naga Ice Elementalists. Conceptually I like Naga quite a bit, and I had heard that Ice Elementalist was a good combination for them. I still could not help but make stupid errors, and while a few had gotten to the upper teens, I had yet to have one survive past the Lair branches. So someone said that Assassin was a good background in general, but also was pretty strong for Naga and I tried it out. It went pretty well. I think having a blowgun in general and curare needles in specific were awesome for early game survivability. Dithmenos was less awesome, but by the time I hid the mid to late game, I was strong enough with my demon blade and pearl dragon armour that it did not really matter.
Total Naga Assassin Attempts: 3 Win Rate: 33%
Vampire Enchanter of Ashenzari (http://crawl.akrasiac.org/rawdata/doubt ... 004358.txt)
I am not sure what inspired me to do a Vampire Enchanter next. I am a fan of the Vampire race though, and I probably figured this would be a fun combination to do. A big reason I picked Ashenzari was because of the VpEn of Ash guide and that, the lack of a strong god preference, and the discovery of a Shrine to Ash on D:4 I decided it was as good of a choice as any. I also ended up finding a +5 shield of slaying +6 early on, which gave me something to definitely work towards. The vampiric demon whip I found ended up adding to the overall power level, and ended up being my most heavily used weapon, with a freezing quick blade for stabbing and a demon whip of electrocution for enemies that were not susceptible to vampirism and were not electricity resistant. This one also ended up being the only character beyond my 15 rune Halfling that I have done Tomb with. The torment immunity of being bloodless plus the large quantity of healing pots and recharge scrolls (with a heal wounds wand) made it very viable, and while it ended up being fairly obnoxious on the whole, it still ended up being very possible. This game also helped me learn the value of the Silence spell, as I was able to use it pretty effectively in Elf, Tomb, and against various ancient liches I encountered.
Total Vampire Enchanter Attempts: 1 Win Rate: 100%
Centaur Warper of Dithmenos (http://dobrazupa.org/morgue/doubtofbudd ... 033352.txt)
The fact that I had never won with a Halfling Warper still gnawed at me, and I figured I should maybe try Warper with a strong race. So I decided to use Centaur with Throwing. Javelins were fun, and by using throwing I could quickly and easily switch between ranged and melee options without having to use valuable auts. This game was noteworthy in part because of the sheer quantity of slaying I found. I ended up with like 4 or 5 sources of high value slaying by the end of the game, and I was doing ridiculous amounts of damage with my demon whips. I also ended up using tomahawks through most of the games as I did not even find any javelins until Vaults:5. I ended up going with Dithmenos this time because I heard how strong it was with ranged attacks. This ended up being quite true, and the additional damage output was pretty fantastic. Total Centaur Warper Attempts: 8. Win Rate: 12.5%
Minotaur Death Knight of Yredelemnul (http://crawl.akrasiac.org/rawdata/doubt ... 020240.txt) At this point I have a fairly general plan of different combinations I am going to try, with the ultimate goal of winning all races and backgrounds. So I had decided I would do Death Knight with Minotaur and I was frustrated enough by my Kobold Abyssal Knight failures, that I decided to try out this particular combination for a while. This ended up being one of my tougher wins, as I ended up pretty severely under levelled. I even dipped into Crypt and Slime in part so that I could gain experience for surviving Zot. This character remains as the only one who was less than level 27 when I won the game.
Total Minotaur Death Knight Attempts: 7. Win Rate: 14%
Kobold Abyssal Knight of Lugonu (http://crawl.akrasiac.org/rawdata/doubt ... 024821.txt)
I noticed fairly early on that the high score for Kobold Abyssal Knight was held by someone who had gotten only 4 runes. Scalping this high score seemed to be a very achievable goal for me. I only had to get 5 runes, with the Abyssal rune being not especially troublesome for an Abyssal Knight and Slime just not being troublesome in general, I figured this was a very achievable proposition. It was achievable, ultimately, but it resulted in plenty of angst and heartbreak along the way, as I lost 4 lvl20+ KoAK at various points in the game, with each loss being a more heartbreaking than the last. The worst one was probably the high level loss just prior to my win, where my KoAK was killed because I somehow unequipped my demon blade of electrocution while searching Crypt for a source of rCorr. I tried to fight some Skeletal Warriors barehanded and they ended up very slowly killing me without me ever noticing that I no longer had my weapon. I noticed it when trying to figure out how they got me afterwards, and was pretty annoyed to put it mildly.
This run ended up being pretty easy. I got Steam Dragon Armour fairly early, and even though I had ignored it before I learned during this game how fantastic it can really be. My defenses were fantastic, and after raiding elf my offense ended up being pretty good too thanks to my mask of the Dragon and Fencer’s Gloves. After somewhat arduous other KoAK attempts, this one was relatively smooth sailing. I had a rough spot in the Abyss because I grabbed the rune before I got any regeneration, but even that ended up being a hiccup as I never ended up in any real danger. After the sheer number of KoAK games I have plated I have become pretty decent at identifying when and how to use the Abyssal Knight abilities. I have that high score now, at least until someone else decides that they want to try for 6 or more runs. Good luck with that.
Total Kobold Abyssal Knight Attempts: 35. Win Rate: 3%
General Observations
I actually enjoy Slime and the Abyss a lot. For people doing 3 rune games I appreciate that there are some fair alternatives to hitting Vaults:5 and I fairly regularly do Slime instead of or in addition to doing V:5. The Abyss is less common, but it frequently seems at least a little bit worthwhile. Both are also distinct and provide a fairly unique experience which makes me appreciate them even more. I am less excited about the rest of Extended. Tomb is simply obnoxious, and while I think Pan is pretty fun on the whole, the reliance on torment and hellfire gets old after a while. Hell is like Pan but even more obnoxious, and the Hell effects were annoying enough with my Halfling of Zin. I can’t help but think they would be even worse without some inherent protection from them. I suspect most of my wins from here on out will be 3-5 runes, just because I do not really want to be bothered with the other parts of Extended.
I also tend to end up using one handed weapons more than two-handed. It seems that it is easier to find the quality ones, and getting to the point of effectiveness with them is much less of a problem than it is with a claymore or great mace. Also there is no real guarantee you are going to find the upper level swords or polearms, whereas you will almost certainly see a fair amount of demon whips and demon blades in any given game. Lajatangs are the one exception to this, as they are easy enough to get up and running that it can be worthwhile to use them even for a character who has not already decided to dedicate themselves to staves. I also tend to enjoy more flexible characters a bit more. Ones that have very defining weapon skills seem to be less interesting to me as you are less able to take advantage of the fun weapons you can find in the early to middle dungeon. Similarly unarmed characters skip this game entirely in favor of consistency which is nice I suppose, but still less enjoyable to me.
I really think the team is doing a great job with the changes it is doing in Trunk. I play the development version almost exclusively and it has been nice to no longer have to deal with some of the obnoxious parts of the stable release. I tend to prefer more melee or melee/ranged focused characters to spellcasters. I currently only have one “spellcaster” win, though there is a good chance my next one will not be. I <3 demon whips. My total number of turns to win is also going down, though the biggest shift was between my first on-line win (142K turns for 5 runes) and my second on-line win (153K turns for 15 runes). I do not think I am ever going to want to try speed running, but it is nice to see that I have become more efficient.
What’s Next?
I want to win with all races, all backgrounds, and all gods with the lowest number of total attempts, so I can drive up my win rate percentage as I do so. I would also like to scalp a few more high scores until one of the speed runners does the same to me. I also have a few “so close” sort of characters, where I have gotten close enough to winning that I think I can probably win with them soon. As such my next 5 characters are probably going to be:
Tengu Air Elementalist (have three lvl 20+ characters die due to silliness on my part. However I also have been able to get 3/8 of my TeAE to above level 20 which is a good sign.)
Ogre Hunter (I had one drown in the depths who was strong enough to win; I also want to take advantage of how awesome throwing large rocks is until they change it)
Troll Chaos Knight (I think trolls probably make the best chaos knights, and it would be nice to get this combination out of the way)
Felid Berseker (another combination I am pretty set on; I did a test run with it and it seems like it should be something I could win with proper care)
Formicid Skald (this one is intended as a score snipe; I would like to have 2 high scores, no matter how briefly they persist)
Does anyone have any recommendations on what sort of characters, that I have not won with yet, that would have effective games playing with the Shining One, Zin, or Jivya throughout? (Throughout being relative for Jivya, considering the uncertainty of when you could get it).
Wins (on-line): DsAr, HaFi, DDEE, MfSk, GrMo, NaAs, VpEn, CeWr, MiDK, KoAK, DrSu, TeAE, FoAr, OgHu, HECj (Streak!), DgAM, DEIE (Streak!), VSNe, SpBe
Wins (off-line): FoFi
- For this message the author doubtofbuddha has received thanks:
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