Tuesday, 22nd October 2013, 15:42 by and into
This should probably be split (or thread name changed) to "Balancing swiftness" because that's essentially what the thread has become about.
I don't think we need to introduce quirky new mechanics. The biggest problems with swiftness are
1.) can encourage a tedious level of kiting and recasting and kiting, so that a lot of melee enemies that should in concert be presenting a variety of challenges all become pre-0.12 jellies. (Yes sometimes kiting is a totally legit tactic, it needn't be removed entirely, but swiftness as currently implemented basically makes kiting the best tactic against the majority of enemies in the game, the limiting factor here really is that actually doing that is so bloody boring). This is a bigger problem with swiftness than with haste.
2.) requires little to no thought about when / how to use it. You just cast it and then you can run better. This is a problem that swiftness shares with some other spells, most notably haste.
3.) (in part because of 1 and 2) nearly everyone wants it and gets it (also problem swiftness shares with repel missiles, blink, and the like)
4.) unbalanced—too powerful
Of these, I actually find 1 and 2 to be the biggest problems, because they have the most impact on game play. Rather than introduce clouds and all sorts of other new things to implement, which could easily break the spell (either make it more powerful, unintentionally, or make it useless), I honestly think that simply going "short term, significant burst of speed with exhaustion" is a simple, thematic change.
With that change, swiftness could still be used somewhat offensively, to reposition for better terrain (retreat to corridor because new enemies showed up, duck behind corner because orc priest) or to get a couple more rounds of arrows out before enemies close to melee. But no more tedious kiting, because exhaustion prevents recasting. Swiftness would remain a strong escape option, especially early on, but not a mindless one—you can't spam it to run around the level endlessly, so you are limited in how much distance you can put between yourself and your enemies, which means that enemy speed and terrain still matter. Swiftness would still be a low-level power spell, but not one that is mindless in how you use it.
And for the record, so long as there are these "staple" spells in Crawl, it is better that they are low-level and easy to find (that is, available in multiple books). Hence apportation, blink, repel missiles, and swiftness, etc.