Tomb Titivator
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Unique weapon idea: 'Ataxia'
A set of dual-wielded demon whips with -5 enchantment and the chaos brand.
Would people use this? It seems like it might make for interesting gameplay.
If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.
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Tomb Titivator
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Berder wrote:It could be interesting to have a weapon that inflicts lots of chaos effects, but that weapon seems just bad. How about this:
Ataxia - +6 quickblade
Chaos brand applied twice on each attack
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Tartarus Sorceror
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daggaz wrote:Dual Wielding: An oft-repeated idea that has consistently been shot down as 'never going to happen in Crawl, ever.' See: "Ideas that will never happen in Crawl, ever."
Slime Squisher
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Arrhythmia wrote:daggaz wrote:Dual Wielding: An oft-repeated idea that has consistently been shot down as 'never going to happen in Crawl, ever.' See: "Ideas that will never happen in Crawl, ever."
And then, Gyre and Gimble was added.
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Giant Orange Brainbow Dash wrote:Since we're on the topic of long-declared impossible game adjustments, ignoring G&G, I think the best compromise for dual wielding that the devs might conceivably accept would rip off the boardgame Descent: instead of making multiple attacks, off-hand weapons simply added modifiers to the main-hand weapon's damage output.
Halls Hopper
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nicolae wrote:Like a ring or artefact of slaying?
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Giant Orange Brainbow Dash wrote:Since we're on the topic of long-declared impossible game adjustments, ignoring G&G, I think the best compromise for dual wielding that the devs might conceivably accept would rip off the boardgame Descent: instead of making multiple attacks, off-hand weapons simply added modifiers to the main-hand weapon's damage output. I'd love to see a parrying dagger added in. Basically it would be a "shield" with 0 base SH value and +3 slaying. Because its base SH is 0, raising the Shields skill wouldn't affect it at all; instead, SH would rise by 1 for every 4 levels of Short Blades. It could only accept an enchantment up to +3, but each point of enchantment would also boost the slaying bonus. In the end you get a weak shield that gives you a nice touch more killing prowess.
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duvessa wrote:a weapon that does more damage but prevents you from using a shield? what a novel idea. nothing like this has ever existed in crawl
Slime Squisher
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Giant Orange Brainbow Dash wrote:Since we're on the topic of long-declared impossible game adjustments, ignoring G&G, I think the best compromise for dual wielding that the devs might conceivably accept would rip off the boardgame Descent: instead of making multiple attacks, off-hand weapons simply added modifiers to the main-hand weapon's damage output. I'd love to see a parrying dagger added in. Basically it would be a "shield" with 0 base SH value and +3 slaying. Because its base SH is 0, raising the Shields skill wouldn't affect it at all; instead, SH would rise by 1 for every 4 levels of Short Blades. It could only accept an enchantment up to +3, but each point of enchantment would also boost the slaying bonus. In the end you get a weak shield that gives you a nice touch more killing prowess.
Snake Sneak
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PleasingFungus wrote:Giant Orange Brainbow Dash wrote:Since we're on the topic of long-declared impossible game adjustments, ignoring G&G, I think the best compromise for dual wielding that the devs might conceivably accept would rip off the boardgame Descent: instead of making multiple attacks, off-hand weapons simply added modifiers to the main-hand weapon's damage output. I'd love to see a parrying dagger added in. Basically it would be a "shield" with 0 base SH value and +3 slaying. Because its base SH is 0, raising the Shields skill wouldn't affect it at all; instead, SH would rise by 1 for every 4 levels of Short Blades. It could only accept an enchantment up to +3, but each point of enchantment would also boost the slaying bonus. In the end you get a weak shield that gives you a nice touch more killing prowess.
that sounds really complicated
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