Wednesday, 18th September 2013, 21:40 by and into
A potentially usable cure (rather than hoping shallow water is around) would be extremely specific, and I don't think crawl needs more stuff that you carry around as "just in case" measures for very specific things. Blinking, fog, and teleport are great consumables because there is not a one-to-one ratio between the item and the problem it solves (like there is with "have rot" -----> drink curing; "have stat drain" -----> drink restore abilities), plus there are usually some additional tactical considerations in using blinking and fog. You actually have to use them *well.* RA and curing rot are rather one-dimensional considerations ("Do I do this, do I not?"), rather than, "How do I use this tool effectively?" With teleport, for instance, you need to take into account how dangerous the level is versus the immediate area you want to escape, how well explored and well-cleared it is, etc.
I really don't want to see more one-dimensional consumables in the game. Taking a turn or two in order to (have a chance?) to get it off of you sounds a lot like what you do now, you drop scrolls starting with the most valuable, and hope for the best. It seems rather like a lateral move. It usually doesn't last that long, though sometimes you get unlucky and every turn it eats three scrolls.
I don't think it is necessary to nerf sticky flame against player. But if a decision is made to nerf it, I really don't think this should be done in a way that adds another very narrowly useful, "yes/no"-use consumable.