blowgunify venom brand?


If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.

User avatar

Tomb Titivator

Posts: 911

Joined: Thursday, 17th December 2015, 02:36

Post Monday, 9th May 2016, 06:09

blowgunify venom brand?

The amount of poison delivered by poison needles now scales with skill. From what I understand, at max skill and with a +9 blowgun, poison needles are 7 times stronger than they used to be. I think it may be interesting to copy this mechanic for the melee/ranged Venom brand. Calibrated correctly, this should slightly nerf early-game Venom while keeping it competitive later on.

Making one melee brand depend so unusually on skill might be considered odd or spoilery (tho it can be communicated: "This weapon applies an amount of poison that depends on your Axes skill." Interesting flavor.) but look at it this way: we already have the "poison needle" brand; might as well just use it for the venom brand, substituting the appropriate skill, instead of inventing a whole other 'spoilery' venom brand! Poison needles have better symmetry with some poison brands like Strong Poison that use monster HD rather than physical damage to determine amount of poisoning.

Dungeon Master

Posts: 1051

Joined: Thursday, 12th June 2014, 05:19

Post Tuesday, 10th May 2016, 07:31

Re: blowgunify venom brand?

turning a brand from "useful early-game" to "useful nowhere" seems like a bad move, OP

For this message the author PleasingFungus has received thanks: 4
duvessa, Sar, scorpionwarrior, WingedEspeon

Tartarus Sorceror

Posts: 1739

Joined: Tuesday, 13th March 2012, 02:48

Post Tuesday, 10th May 2016, 22:59

Re: blowgunify venom brand?

So why'd you do it to blowguns?

For this message the author Rast has received thanks:
Wahaha

Ziggurat Zagger

Posts: 8786

Joined: Sunday, 5th May 2013, 08:25

Post Tuesday, 10th May 2016, 23:10

Re: blowgunify venom brand?

players complain a lot when you remove stupid things. but players only complain a little when you make stupid things useless. that's why the changes were made to cboe, poisoned needles, etc. instead of removing them

unfortunately at some point a dev missed the memo and made cboe sorta useful again. but usually it works

curare is still useful but i think that's just because curare has an aura of amnesia. similar to how players always forget they're carrying curare when an ettin shows up, lasty forgot curare existed when he changed poisoned needles

For this message the author duvessa has received thanks:
Tiktacy

Tartarus Sorceror

Posts: 1739

Joined: Tuesday, 13th March 2012, 02:48

Post Tuesday, 10th May 2016, 23:11

Re: blowgunify venom brand?

Nobody complained about lantern of shadows getting axed.

Crypt Cleanser

Posts: 714

Joined: Saturday, 5th December 2015, 06:56

Post Wednesday, 11th May 2016, 00:41

Re: blowgunify venom brand?

duvessa wrote:players complain a lot when


No one cares about that from what ive seen

For this message the author lethediver has received thanks:
Tiktacy
User avatar

Tomb Titivator

Posts: 911

Joined: Thursday, 17th December 2015, 02:36

Post Wednesday, 11th May 2016, 06:57

Re: blowgunify venom brand?

Does it have to be always useless? Blowguns are actually better now if you have 8+ skill. Needles deliver a large total amount of damage, main problem being that it is spread over a long time and hard to monitor safely. The rate at which poison does damage is proportional to the total amount of poisoning, so if poison is stacked really high then it can do a lot of damage turn by turn, on top of having value from hit-and-run tactics and Ignite Poison. Maybe the formulas are still too flat. The amount of poisoning doesn't have to increase linearly with skill, it can increase faster than that. Pain is another example of a brand that does damage based on skill.

Slime Squisher

Posts: 395

Joined: Monday, 28th April 2014, 19:50

Post Wednesday, 11th May 2016, 17:57

Re: blowgunify venom brand?

Rast wrote:So why'd you do it to blowguns?


points in throwing are still useful for non-blowgun stuff like nets or eventually javelins of penet

points in shortblades on a mace character are almost entirely useless after you outgrow your dagger of venom
User avatar

Swamp Slogger

Posts: 132

Joined: Tuesday, 15th November 2011, 23:26

Post Wednesday, 11th May 2016, 18:52

Re: blowgunify venom brand?

genericpseudonym wrote:
Rast wrote:So why'd you do it to blowguns?


points in throwing are still useful for non-blowgun stuff like nets or eventually javelins of penet

points in shortblades on a mace character are almost entirely useless after you outgrow your dagger of venom


Poisoned weapons shouldn't give you a free ride to Lair and beyond, anyway.
"Crawl is cruel. But we keep coming back to it like an abusive boyfriend. It keeps telling us how it will be different this time by giving us early robes of the archmagi and staves of fire. Then it backhands you with a Centaur on D4." ~Me

Ziggurat Zagger

Posts: 8786

Joined: Sunday, 5th May 2013, 08:25

Post Thursday, 12th May 2016, 00:34

Re: blowgunify venom brand?

elec and drain are already better than venom even in the earliest early game, anyway

Dungeon Master

Posts: 3160

Joined: Sunday, 5th August 2012, 14:52

Post Friday, 13th May 2016, 14:18

Re: blowgunify venom brand?

duvessa wrote:curare is still useful but i think that's just because curare has an aura of amnesia. similar to how players always forget they're carrying curare when an ettin shows up, lasty forgot curare existed when he changed poisoned needles

I didn't forget about curare. I considered it and decided I didn't have a strong feeling about how it fits into the game and whether it should change, so I wouldn't make a change at that time. I didn't nerf 0-skill poison needles because I wanted to "soft remove" them. I did it because I thought they'd be a more interesting thing in the game if they required and rewarded skill.

There are a lot of things about blowguns and needles that might be worth changing (like the overlap with hexes and hex wands), and I expect that some of these changes will come through in 0.19. If you have a strong argument about how they should be changed, I'd be interested to hear it.

Ziggurat Zagger

Posts: 8786

Joined: Sunday, 5th May 2013, 08:25

Post Friday, 13th May 2016, 23:47

Re: blowgunify venom brand?

i was making fun of rast's ridiculous attempt at a clever rebuttal, not making a serious design commentary. the change to poisoned needles is good (actually I think it doesn't go far enough, 0 skill poisoned needles are still too useful for my liking)

Return to Crazy Yiuf's Corner

Who is online

Users browsing this forum: No registered users and 51 guests

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.