bel wrote:The 150% delay would not help with the escape potential of wall jump. It doesn't matter (for normal speed monsters, which are the vast majority of monsters the player encounters) whether you can move 2 steps in 1.5 turns or 1 turn; you can still escape reliably.
You have a point, but I disagree with the details. By that metric, just moving 1 aut faster would be enough to outrun anything in the game. If you want to outrun one yak the change to wall jump isn't that noticeable. However, the situations that wall jump is not meant to bail you out so easily are those in which you've gotten yourself surrounded by ranged monsters, by multiple enemies in different directions, etcetera. Having a 50% increased AUT cost for wall jump would make it way less reliable an escape in the situations that matter.
bel wrote:I an unclear what reducing whirlwind damage and increasing probability of the slow effect is meant to achieve. I see two problems with it:
Firstly, right now, you can simply dance around monsters without caring about whether they are slowed or not; since whirlwind is at least as good as Tabbing. However, now you will be incentivized to check the status of the monster each turn. If it has been slowed then you Tab, otherwise you continue with martial attacks. The complexity only increases if there are multiple monsters around.
Forgive me, I'm going to get a bit more theoretical about design now. What we're talking about in the end is feedback loops. Feedback loops are a very useful element in game design and DCSS makes a very interesting use of them (namely, it gives the player a lot of tools to completely remove feedback loops as their power level increases with respect to the environment to reduce tedium). WJC is built on the idea of adding a few feedback loops to melee combat, and the design is based upon the assumption that the player will enjoy the process of being constantly aware of the changing conditions of the fight and reacting accordingly.
This feeling of noticing a minor change in the fight and adapting to it is what many people are finding fun about the god. However, I fully expect it not to be for everyone. People play DCSS for different reasons. Some players are more interested in the strategic aspect, while combat tactics are something they might want to focus on only for very specific difficult encounters. For this kind of player, knowing that martial attacks are
unconditionally going to be better than tabbing, the god will result in frustration, as they will be forced to constantly and attentively engage with a part of the game that isn't their main focus.
The changes I propose to whirlwind will, indeed, increase the importance of this feedback loop, because whirlwind becomes suboptimal once the slow lands. My argument is that
for the kind of player that enjoys WJC, this is fantastic news. On the other hand, it achieves the converse goal, for the kind of player that might have reservations about WJC, they are allowed to forgo whirlwind in simple fights, choosing to save it for difficult encounters where they feel it is worthwhile to become more engaged. The net result is that the feedback loop is deeper, but also optional.
"jkjkjk" spam should be never optimal. It means the feedback loop has broken, and that's just another flavour of tab, so if the player is ever tempted to do this, it means the design is subtly wrong and needs to be corrected so the player uses tab instead, since it has a lot of built in quality of life mechanics like stopping on low hp and walking towards monsters. I don't think there's a kind of player that would enjoy the "jkjkjk" playstyle. You either want the feedback loops on a fight, or you don't. Either way, you want the martial attacks and tabbing to be good choices in the respective cases.
bel wrote:Secondly, people will be even more incentivized to use short blades or other fast weapons to slow the monster, then switch to another weapon to tab the monster. I am currently playing a VpEn; I use a dagger of speed to slow the monster (I get three chances to slow the monster every 10 auts), then use a long blade to finish it off.
I've sometimes considered making slow chance trigger on the whole flurry instead of each individual strike, but I think there's some charm in allowing a player that specialized in two different weapon types to benefit from their differences, which is something that is often missing from DCSS. What you describe sounds like a fun way to use the god but not necessarily broken or overcentralising. I want to try it now, actually