sooheon wrote:my idea of charms, as semi-permanent augmentations to martial prowess, which requires skill and concentration to maintain.
This theme has come up a number of times in the Charms debate. It makes me think Okawaru's 2 buff abilities (which use the old Duration thing but with piety as limiter) could take some of the ideas we're generating.
sooheon wrote:making charms have meaningful upkeep failure rates. Just like repel missiles and shroud of golubria failing on hit, make this the case for other charms as well, and scale failure rate steeply with spellpower. When charms are dispelled in this way, the reserved mana should obviously not be refunded. For melees to use charms meaningfully, they have to invest even more heavily than light armor wearers, or face having to constantly recast charms (at high failure), and waste time.
There are two things here:
A) Charms have chance to fail on hit
B) The probability of "fail on hit" scales with spellpower
Detail B) runs into the issue of "that's only interesting in the midgame. Get to the endgame and that investment will be an inevitability." Haste was bad because "no-brainer strategic decision". In other words, if the Charm is universally good for every melee character, demanding steep XP investment is not good enough for the cost. I think heavy armour melee dudes would have been happy to put all that XP into getting Haste online even if there was no other spell in the school.
Detail A) with a stronger penalty than "you don't get an MP rebate" looks promising. Like "if you get hit while this buff is up, you get corroded or temp malmut'd". Alternatively, "Charms are guaranteed to fail if a monster does a (reaching allowed) melee attack on you".
sooheon wrote:2. charms need to be a tactical decision, having them on all the time is against the design of this game, therefore we need costs such as glow.
#2 is a more delicate problem, and I'm still ruminating over everyone else's input. My personal take is that "meaningful choice" of charms could be handled by a similar mechanism as above: piling on charms upon charms takes a toll on your concentration, affecting upkeep failure rate even for the best practitioners. This would be immediately visible on the `I` screen (or by coloring of the charms under character ui), and players would learn that having all learned charms on at all times is not viable. They would still learn to adjust charms based on the situation, but with less tedium. Recasting charms would be when either the charm has failed during combat (meaningful), or when you decide you *really* want a different one (also meaningful).
Certainly we've been trying to tackle "I stack every buff I know for every fight". The mechanism of "let me pick from a set of mutually exclusive buffs" is Transmutation territory. Hence why we tried to use revamp'd glow which was met with "is that fun?" Also note that Haste was OP even if no other Charm was used.
Hmm, I lack time right now to link the following ideas into a coherent flow so take them as parallel suggestions. For now, I will stay within "Level N spell costs N mp".
1 ---------
Old Q: "Why is MP reduction/reservation ineffective?"
A: "Because melee dudes with fat MP bars that serve no other purpose."
New Q: "Then why not use this cost for effects only casters will care about?"
Siegurt wrote:"Charms effect the environment"
Example: "Enchant floor: Battlestorm"
- Until you leave floor, infinite duration for perma-reduce MP
-- reduce, not reserve. We want the MP regen penalty and all
- While floor is enchanted, whenever an enemy is hit by a conjuration, create 'battlestorm' cloud that lasts 1 turn
-- where 'conjuration' = Vehumet's list of approved 'conjuration-like' spells, not just spells which actually have Conjurations as a requirement
- Whenever you cast a conjuration, any 'battlestorm' clouds deal damage to whatever is standing in them
Example: "The Kill Radius"
- Until you leave floor, infinite duration for perma-reduce MP
- Enemies at exactly range 4 take +20% damage from conjurations
- Enemies at range 3 or less take -50% damage from conjurations
2 ---------
"Avoid buffs that you'd always want to switch on given costs, i.e. the buffs themselves have downside in their very effects"
Example: "Entropy Zone"
- Until you leave floor, infinite duration for perma-reduce MP
- Anyone taking direct damage (from any non-DoT, non-Cloud source) gets corroded
Example: "Aura of Harm"
- Silence-style shrinking radius. Initially range 4, becomes range 0 towards end.
- Enemies in aura get -4 EV and take +20-30% (spellpower dependent) extra damage from all sources.
- You get -4 EV and take +20% extra damage from all sources.
3 ---------
"Whether to put XP into charms is interesting at mid-game. If the buffs are equally applicable in the endgame, they become a no-brainer."
Example: "Leech from your future self"
- Only castable if low XL
- Cast to get +10 max HP for 500 turns
- On reaching XL=20, lose -2 max HP for each time you cast this spell