Monday, 21st September 2015, 18:56 by ThreeInvisibleDucks
archaeo wrote:Basically every caster background offers some kind of advantage in exchange for having low AC, and used correctly, it more than makes up for the deficit given correct play.
I don't agree. The drawback of not wearing the best armour has its drawbacks, and it's not clear cut that it's better. I used the example that in Lair, when the stoning monsters, forgetting about their names, don't do much to a high AC char, at least when they're the only baddies around.
archaeo wrote:It's the "correct play" thing that's at issue. I absolutely agree that simply having high AC is a lot less tedious than having to constantly recast Ozo's Armour, and I'm fairly sure I've killed a good dozen characters just by forgetting to cast buffs. I would be happy to see Crawl move away from buffs you have to recast for every fight, but they're pretty entrenched in the game's design.
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I'd love to see all the buffs work the way Repel/Deflect Missiles do. They're just there, until they run out, due to a hit from a monster. Not Haste though, it'd be too powerful I guess. I wouldn't be sad to see it go anyway, if the new design took it into account in terms of balance.
I regularly play high AC dudes who use Charms, and I don't find it annoying to cast them when they run out. I do however find it bad to use all these disabling spells to accomplish something that a big stick and plate would do regardless. For example, I have no problem with skalds, who regularly need recasting of Spectral Weapon. And I try to learn Regeneration with all the dudes I play, and the best play is to cast it always when you're not at max HP, and often before a fight where one is bound to lose HP anyway.
Spellcasting penalties, Armour skill, and strength15 runes: 2x HuSk, Op(Mo,Tm,Wn,Fi,Wr,EE,AM,Wz,Ne), VSTm, DsTm, Dg(Sk,Tm), MuGl, GhMo, Fe(En,EE,Ar,Wn,IE)
3 runes: FoFi, OgSk, KoHu, SpCj, 2x DgGl, MiBe, Fe(Fi,Tm,Mo,Su)