Sunday, 1st March 2015, 20:58 by and into
I have always hated jewelry swapping in combat and would much prefer it if all non-wield actions took the same amount of time—say 5 "turns"—to take off, or to switch. But that's a drum that I and others have beaten before, and it doesn't seem that the devs want to change that.
More directly to the topic, I would say that double-edged effects are more interesting than new "these properties are bad." Randarts are already quite bad, on average. It is a very tiny chance that you get a bad property on a randart that is good enough that you might still be tempted to use it. Adding properties that are even worse would be likely to decrease or keep roughly the same, rather than increase, the number of interesting decisions.
However, something that might work is more effects that are strongly advantageous but potentially double-edged, kind of like current guardian spirit, and along the lines of what dpeg and some others suggested (e.g., "this item will hurt you, but every time it does, it deals significant extra damage to enemies at same time"). Or, let's say, something that drains your MP but increases attack power, could—if the benefit were strong enough—prompt me to build my character around the item. But then this really just seems as though, functionally, it is the same as adding more non-random artefacts like Firestarter to the game.
- For this message the author and into has received thanks: 2
- Arrhythmia, rockygargoyle