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Nerfs

PostPosted: Monday, 28th April 2014, 23:10
by TeshiAlair
"It's ok that some races are stronger and some are weaker."
"Gargoyles aren't overpowered, they are strong but that's ok."
...
"Let's nerf Formicids again"

Re: Nerfs

PostPosted: Monday, 28th April 2014, 23:56
by reaver
TeshiAlair wrote:"Let's nerf Formicids again"
I'm confused. What are you perceiving as a Formicid nerf?

Re: Nerfs

PostPosted: Tuesday, 29th April 2014, 00:08
by Siegurt
They stopped being able to wield GC/GSC, which was a minor nerf (Although nearby changes included bumping their HP, and reducing their XP gain back to more "normal")

I'd argue that particular change was part of a 'normalizing' effect which were intended to just make formacids less awkward to play.

Re: Nerfs

PostPosted: Tuesday, 29th April 2014, 00:44
by Leafsnail
Are we meant to be seeing a contradiction between those statements? If it's ok for some races to be weaker then yeah, it's ok to nerf an already weak species (although you'd be pretty hard-pressed to call what happened a nerf really).

Re: Nerfs

PostPosted: Tuesday, 29th April 2014, 02:07
by Klown
They can't throw large rocks either in trunk, now.

Re: Nerfs

PostPosted: Tuesday, 29th April 2014, 02:27
by shizmoo
GC/GSC?

Re: Nerfs

PostPosted: Tuesday, 29th April 2014, 03:31
by duvessa
shizmoo wrote:GC/GSC?
1/S

Re: Nerfs

PostPosted: Tuesday, 29th April 2014, 03:54
by Sandman25
Giant Club/Giant Spiked Club.

Re: Nerfs

PostPosted: Tuesday, 29th April 2014, 04:31
by Tiktacy
I think we need to nerf mummies, their hunger less casting is just way too overpowered.

Re: Nerfs

PostPosted: Tuesday, 29th April 2014, 04:53
by twelwe
Tiktacy wrote:I think we need to nerf mummies, their hunger less casting is just way too overpowered.


KICk Them In the BALLS

Re: Nerfs

PostPosted: Tuesday, 29th April 2014, 05:36
by DracheReborn
Formicid shields were buffed too. They now count as Large for shield purposes, like Naga and Centaur. And unlike Na and Ce, you always want to use a shield with Fo. Fo also lost poison vulnerability.

I'd say overall that Fo were buffed a bit, but these aren't really significant changes. Major changes would probably be stuff affecting stasis and digging.

Re: Nerfs

PostPosted: Tuesday, 29th April 2014, 05:48
by headcrab0803
I wish their apt for bows was 0 so I can run a Longbow + Large Shield formicid
I know i can do the same thing with a xbow but Longbows seem to be more satisfying for me

Re: Nerfs

PostPosted: Tuesday, 29th April 2014, 07:07
by Igxfl
You can just run Bows at -2, it's not that bad if it's your only relevant low apt.

On the other hand, high Formicid strength makes crossbows really good.

Re: Nerfs

PostPosted: Tuesday, 29th April 2014, 13:30
by TeshiAlair
Huh didn't know about the shield thing. I guess I just find it weird that the aspect that to me is most interesting about Fo (Large-species benefits without the typical downside of armor restriction) is being stripped away from them, and I'm not sure why given that individual balance doesn't generally seem to be a big factor of crawl design.

Re: Nerfs

PostPosted: Tuesday, 29th April 2014, 13:51
by Leafsnail
The change wasn't made because formicids were too good (they aren't), it was made to further emphasize their unique benefit (being able to wield a shield with two-handed weapons). So it fits in perfectly with the idea of individual balance not mattering too much.