dpeg wrote:It is conceivable that someone died because they had a single action, and mistakenly used ?Fear
yeah and add to that the situation where someone dies because they mistakenly do
not use ?Fear because monsters wouldn't resist but
seem like they would. And conceivability is a big deal because that's what a player inevitably uses to make decisions especially in an emergency.
Haifisch wrote:Your argument for most of these seems to be "people can use consumables to assist in tough battles, which is bad" or "there's more than one way to get an effect, which is bad", but those aren't very compelling arguments.
OMFG how wayward does one have to be to misread like that. All consumables can assist in tough battles and if that was bad I'd recommend removing all consumables. And I even praise having multiple pathways to getting the same effect, but it can be over-done which is why we don't have every spell in scroll/potion/wand form. It was so disheartening to see a reply this bad that I could not answer when I first saw it. It should suffice to say "re-read OP" but that might come off as inconsiderate and some people require more.
Haifisch wrote:In what way are they misleading? Agility makes you more agile & Might makes you mightier, with all that implies.
Being more agile or being more mighty can imply any of a whole plethora of things, so you can't in all fairness suggest that might and agility unambiguously suggest something specific and proceed to fulfill that expectation. Might and agility are extremely rigidly defined status effects, and the numbers involved are fairly arbitrary.
Haifisch wrote:ring & cloak require non-trivial skill investments
This part is actually not true, they can be used well without skill; evocation training
very slowly improves evoked invis.
Haifisch wrote:Because they're a limited resource that gives non-casters a decent ranged option.
There's already throwing and ranged weapons for non-felids. And since when is it automatically a good thing to have options of every kind available to you, even if they're limited? Are limits magical? Do limits magically make bad things good?
Haifisch wrote:I'm not sure how your suggested replacements would fix your complaint... They're filling the same function(zap wand, do damage), just with a different flavor.
Here is how the function is different. Orb of electrocution has a huge area of effect and (I think) highly variable damage, and is an effect you can't control in other ways (disc, makhleb, ball lightning). Sticky Flame deals elemental damage to a single non-insubstantial target over time and makes them glow. Corrosive bolt reduces monster AC, thus debuffing them, and doesn't work on some monsters - admittedly bolt of draining does something similar, less dramatically, but it's also a spell while corrosive bolt is not. Such wands would tactically enrich e.g. a berserker's game, more than showering them with bolt wands. I did not mention this but these wands should be rarer than current attack wands. Not as rare as /hasting, but uncommon.
EDIT: again, imagine arguing that a crawl which has only wands of corrosion/OoE/SFR must get rid of them and replace them with draining/cold/fire/fball/lightning/etc.
Slowing and bat-form have been discussed upthread already, and most characters have little use for consumable flight that bat-form would not satisfy.
Haifisch wrote:Abjuration is pretty skippable in the first place, and it's much more situational than Silence.
Yes, abjuration is more situational than silence, and that's what makes it better as a consumable! There are extreme moments where you really hanker for abjuration, even if subconsciously, because the threat is all due to summons. Sure, you just want to take out the summoner (if such exists because shadow traps death curses hell effects), but if the summoning becomes (or would become) overwhelming, that's a great opportunity for a
consumable! It's archetypal for crying out loud.
Silence can be used to greatly mitigate the threat of a huge number of monsters. The scroll is strictly
preventative. But the scroll is rare. There's not even enough to go around for the ancient liches usually. So whatever devices you must use when you don't read ?silence, you might as well use them instead of reading ?silence. As such, its most effective uses, like after getting teleported close to nasty elf spellcasters, feel hackish and should not be available... whereas if you happen to have the spell in that circumstance, it's like, great, whatever, lucky you that it is with a silencing character that you land in this really rare (far rarer than summon-swarm) perilous situation.
And the spell Silence is interesting because it means you have to make your character spell-compatible to cast Silence, but you also have to develop (usually melee) capacity to deal with being spell-less. There is no such trade-off with scrolls of silence.
Haifisch wrote:Rations of resistance would be less balanced than potions, simply because they wouldn't expire in a sane amount of time.
Heh, equipment doesn't expire in a sane amount of time, in fact equipment doesn't expire at all! That doesn't make equipment less balanced than potions, whatever that might mean. So your comment here doesn't make sense to me, nor anyone else I suspect.
Rations may in fact become a more valuable item, even making the game easier overall, but having them would make for more interesting decisions. For example, you find an ice cave with a pretty good character but you have absolutely no cold resistance. You had lucked out earlier and found one ration of resistance, and it is really valuable. Do you eat it as you enter the ice cave? Or, if you do slime pits on a mediocre char, do you eat it when entering the first floor, or when get to the sixth floor?
Haifisch wrote:The point of !resist(and other buffs) is that it's meant for one battle, not an entire floor
This problem can be fixed by making resist a ration and not a potion. This is not a problem for all other limited buffs because those do not infringe upon the realm of equipment/spells/mutations by providing resists. As I've already said, when gaining access to anything that can make the player stronger, he has to mentally process it somehow; there is a line between consumable buffs and resistances, and !resistance is the only resource in the game to have its feet on both sides. This is not good design, for such a rare consumable to mess with player reasoning to such an extent.
Your other post, by the way, is hilarious!
Haifisch wrote:I don't see how [the case for removing cTele and -cTele] is "self-evident." Scrolls of blinking are good, and this is a problem because? They're a limited resource, especially early game, and very little of their use would change by making them semi-controlled other than removing a margin of safety against ranged attackers(if you blinked while using terrain well). Is there a reason to nerf teleport control as a whole beyond ninjaing in pan(which already got nerfed by having pan lords chase you if you don't kill them) and it being one of many solutions to the V5 ambush(which people will just replace with semi-controlled blinking away from the stairs)? If it's just those two places, can't it be more elegantly solved by making pan/V5 -ctele? I haven't seen people spam controlled teleports outside of those two areas and Hell 7s(where they save a walk back to the exit portal after grabbing the rune).
It must sound especially silly in hindsight.