Remove wands lol


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Abyss Ambulator

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Post Wednesday, 21st December 2016, 01:55

Remove wands lol

What is even the point of wands after removing the big 3? No one is going to invest into evocations just to zap a monster with paralysis or enslavement or shoot a monster with a lightning bolt that will miss anyway. Digging and Disint were probably almost as powerful as the removed wands and are still in the game. Wands are now basically digging and inventory/autopickup clutter.
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Post Wednesday, 21st December 2016, 02:11

Re: Remove wands lol

tabstorm wrote:No one is going to invest into evocations just to zap a monster with paralysis
I do this, though, and will continue to do so because paralysis/enslavement are really good, and you get enough return out of damage wands(in particular iceblast/acid) to make them worthwhile, and it means if you find rods/evocables/invis cloak down the line they are immediately useful

I know I'm not alone in this as well.

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Post Wednesday, 21st December 2016, 02:13

Re: Remove wands lol

I invested the evo for elemental evokers mostly, the para wand thing was sort of a convenient coincidence. I don't think damage wands are worth the inventory slot except in the early game.
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Post Wednesday, 21st December 2016, 02:33

Re: Remove wands lol

So aren't you advocating the removal of Evocations skill instead?

Or is it just a joke? My communication skills are failing me.

Anyway, elemental/summoning evokers except for disc of storms + wand of acid (corrosion debuff) are good to have at all times. Even with 0 Evo I'd still take the acid wand for the debuff.
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Post Wednesday, 21st December 2016, 02:35

Re: Remove wands lol

Direct damage wands are good against early uniques and hydras if you don't have cauterizing alternatives.
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Post Wednesday, 21st December 2016, 02:43

Re: Remove wands lol

it's a joke thread my dude. partially.
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Post Wednesday, 21st December 2016, 15:09

Re: Remove wands lol

None of the removed wands were a reason to invest in Evo anyway, since their effects weren't affected by Evo. Technically /tele was, but only if zapped on an enemy, which wasn't the typical use case.

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Post Wednesday, 21st December 2016, 15:51

Re: Remove wands lol

Sure but wands are sort of in an awkward place right now, in that we have several that duplicate existing spells, one that duplicates a removed spell, 3 that are close to an existing spell (para and ensorcelled hibernation, fireball and iceblast, bolt of X and bolt of acid), and two that are likely to be nerfed into oblivion soon if I am to take crd posts seriously (dig/disint). If anything I think it would be best to just find a way to merge rod effects into wands, reduce max charges, and make them less common while removing the wands that duplicate spells.
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Post Wednesday, 21st December 2016, 19:08

Re: Remove wands lol

I don't think they're really in an awkward place. Yeah, it might be nice to see them shift a bit farther from things that duplicate spells (and I imagine they will) but overall I think they're all right.

Maybe rods are better mechanically, but honestly, I think there's enough design space for items that can be used a couple times and then recharge naturally versus items that can be used a lot of times but need a consumable for recharging versus items that can be used once and recharge via XP gain.

If anything is awkward now IMO, it's the different interaction of recharging mechanics with wands and rods. Well, that and Disc of Storms but that's weird and fun and forget I said anything
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Post Wednesday, 21st December 2016, 19:17

Re: Remove wands lol

Remaining wands just need a better spellpower formula than 15 + 2.5Evo, that's all. And/or an enhancer.
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Post Wednesday, 21st December 2016, 19:35

Re: Remove wands lol

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Post Thursday, 22nd December 2016, 05:17

Re: Remove wands lol

Rods are probably going to get removed and their spells given to wands, fyi.

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Post Thursday, 22nd December 2016, 05:55

Re: Remove wands lol

duvessa wrote:Rods are probably going to get removed and their spells given to wands, fyi.


Sweet, inventory management decisions are my favourite kind of decisions. Can't wait to have more.
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Post Thursday, 22nd December 2016, 06:43

Re: Remove wands lol

hopefully one day we will remove max charge limit on wands and make extra wands picked up simply add charges to current wand, so you can have
wand of flame - 67
instead of
wand of flame - 13/48
wand of flame - 22/48
wand of flame - 17/48
wand of flame - 15/48

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Post Thursday, 22nd December 2016, 07:43

Re: Remove wands lol

remember when we made elemental evocables stack, and then people started annihilating cerebov with endless phial blasts

wand stacking would be exactly like that, but for wand of flame instead
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Post Thursday, 22nd December 2016, 08:15

Re: Remove wands lol

PleasingFungus wrote:remember when we made elemental evocables stack, and then people started annihilating cerebov with endless phial blasts

wand stacking would be exactly like that, but for wand of flame instead

Sorry, I don't follow. Stacking is mostly an interface improvement imo. If killing Cerebov with wands of flame was a good idea, people would carry 5 wands of flame and drop some other stuff.

I've never played a version where phials stacked and had separate recharge timers. But when they didn't stack and had separate recharge timers you carried all phials you found. Then they were made to have a shared recharge timer which made carrying more than one obsolete. This has nothing to do with possible wand stacking imo.

Stacking wand charges would be a buff, yes. But even more it would be an interface improvement. You wouldn't have to fetch a new wand when you run out of charges with one. It would be beautiful.

Currently I don't carry one of each wand type in the mid-to-late game anyway. I start dropping the most useless wands one by one after my inventory gets full. Then when my wand of lightning runs out I go and fetch another one if I feel I need it. Traveling back to fetch things is boring.
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Post Thursday, 22nd December 2016, 08:20

Re: Remove wands lol

PleasingFungus wrote:remember when we made elemental evocables stack, and then people started annihilating cerebov with endless phial blasts

wand stacking would be exactly like that, but for wand of flame instead

Balancing a thing by imposing an inventory juggling usability tax on it is pretty shit design.

Making charged items stackable, slotless, nonrechargable, and much more rare would accomplish the same goals without wasting players' time by constantly forcing them to reassess which floorjunk is least relevant.

Crawl's inventory limits are currently too generous for such choices to be interesting.

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Post Thursday, 22nd December 2016, 08:58

Re: Remove wands lol

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Post Thursday, 22nd December 2016, 11:17

Re: Remove wands lol

Wands of iceblast are pretty solid, hopefully they get removed soon.
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Post Thursday, 22nd December 2016, 15:58

Re: Remove wands lol

If rods are going to be removed, then we already have one rod converted to wands, it's iceblast.
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