Vaults Vanquisher
Posts: 463
Joined: Monday, 20th July 2015, 04:01
Enchanter and Conjurer are way too luck dependent. And more.
Tengu are also cool because I get to play Falco from Star Fox dressed in wizard robes, but that's besides the point.
Anyway, here's a few problems I've been having.
Let's start with the enchanter. If you play an enchanter, your number one spell in the early game is Ensorcelled Hibernation. No exceptions. This bad boy makes an enchanter able to, in such a short amount of time, do damage to a single target that berserkers and fighters could only dream of. And the opponent can start out fully aware of them too. Spriggan enchanters trivialize killer bees with this bad boy (mostly because Spriggans are amazing, but this spell definitely helps). There are, however, a few problems with it:
1. Enemies wake up too soon.
It's not safe to cast this spell in melee because enchanters are squishy. This is fine. Mages are supposed to be squishy in melee. Nothing strange here. The problem is that the spell doesn't guarantee sleep for enough time to cast it out of melee range and go in for a kill. Currently, I have to either cast the spell in melee or take a risk that the enemy won't wake up when I go for the kill. And as you know, you cannot blast something with EH that just woke up from it. Ridiculous that I could just get randomly screwed over by the RNG for really no reason at all. I don't think I've specifically died this way but it has been the source of many frustrations trying to kill ogres since I suddenly have to turn tail and run the other way.
2. There is no way the spell succeeds 50% of the time when it says 50%.
This is more of a bug fix and me being a little salty. I have had numerous times where I will cast the spell nearly 10 times in a row with decent success chance and it will not connect. This isn't a rare occurrence. It happens a LOT. I will call that calculation into question. I don't think it's just my bad luck.
3. I had a third one but I forgot it. I'll edit this later.
Now, let's crack on conjurers.
The basic conjurer spell is magic dart. It's efficient MP wise (at least, in the early game) and doesn't carry any or much spell hunger with it. At the start of the game it is the only spell that conjurers (and wizards) have access to. I have constantly complained to my friends that I will use this spell on an enemy several times and a health bar won't even show up. I think the best example was connecting three hits on a hobgoblin and only after the last one did it's health bar appear, still mostly full. The damage just isn't reliable. Why does this spell do 1dX instead of 2dY or 3dY (where Y is lower, obviously). It's just not right that I can cast this spell and only do one damage three times. The spell is called magic dart and not magic nuclear missile, sure, but conjurers are known for blowing shit the fuck up. This spell should have a higher minimum damage so I can actually rely on it. How can I play a mage and not be able to rely on my own spells?
This is even worse for wizards since it's their only direct attack spell (I think).
Next up, let's crack on ghosts. This is a very bad feature, for the sole reason that you cannot turn it off. You knock nethack ghosts for giving players a ton of free (albeit mostly cursed) stuff, yet you leave in the thing about player ghosts that players hate the most: their lethality. A way to disable ghosts would be cool. It's not fun getting annihilated because your players ghosts are just as OP as your player character (Conjurer ghosts just rip Conjurer players to shreds). I have gotten numerous characters killed because I forgot to delete my bones file for the 193984th time. Ridiculous. Ghosts add nothing to the game IMO and there should be an option to play without them.
Lastly, let's talk about success rates for certain spells like EH and Corona when targeting enemies. I like that this information is displayed. It's cool that I know my percent chance of seeing an enemy fall to sleep right before I send it to it's untimely demise. Since putting those numbers in doesn't seem to violate the "too many numbers" rule, why don't we have them for player attacks as well? Or the magical attacks that can miss, like magic dart? Fire Emblem is a game that keeps it simple with numbers and they do this and it works just fine even with a multitude of battles happening at once.
I also think it should apply for enemy attacks to, so new players can get a better idea of how effective their EV is at evading blows and for seeing what exactly can be evasion tanked and what can't.