BlackSheep wrote:mumra wrote:It's not a huge nerf at all - switching weapon is one of the fastest actions in the game so it would only add on a very tiny amount of time and you would have to cast more than twice even for that.
Unwielding something costs 0.3 turns. Wielding something costs 0.5 turns (even if you're already wielding something else). Including a switch to and switch back would make casting Sublimation cost 2 turns (barring haste).
Yeah, I went and checked the times. For some reason I'd been under the impression it was slightly quicker. Anyway with my proposal it would mean sublimating direct from your inventory would take 1.5 turns. It's a buff of half a turn but only for the first casting - if you were sublimating more chunks then normally it would take 1 turn from the same stack or 1.5 turns in the very common situation where you have several single chunks. Whether this would average out as a buff or a nerf over the course of a game I'm not sure. I actually don't think it'd be a huge problem to make it 2 turns and therefore strictly a nerf, especially if you can manually wield a stack anyway. Streamlining the interface would make me actually want to use these spells again, even if they were slower! (I used to love them but the amount of keypresses does get very annoying.)
There is another option that would ensure the exact same amount of time is used, but the implementation would be more complex. Basically the game could remember if your last action was one of these spells, and if so which stack you used. So you pay for the switchback on the first cast, and repeat castings would be quicker. So, first cast is 2 turns (if holding a weapon) or 1.8 turns (if unarmed) or 1.5 turns (if unarmed and sublimating a single item stack, since no switchback time would be required anyway). A second cast from the same stack would be 1 turn, or 1.5 turns from a different stack. Like I say, a massively more complicated implementation; is situationally losing or gaining 0.5 of a turn with these spells really going to destroy game balance?
rebthor wrote:@mumra, but it still doesn't resolve the whole reason I posted. Let's take the case when you decide to wield the stack and use it all. Then you still need to remember to wield a weapon. Far better to allow inscription on the hands and then perhaps look at how to fix this kind of spell in the future.
There is a major problem with this; hands aren't an inventory item so allowing inscription on them would probably be quite elaborate, for a very situational net gain which few players will be aware of. On the other hand, sorting out the interface problems with these spells would be a massive gain for a lot of players now and in the future (and I've seen several conversations in the past about improving the interface for these spells). In terms of coder time to game improvement I know which I would rather do.
rebthor wrote:Maybe it's good enough to just allow it to be cast out of the inventory without a wield always (no option to wield) and in return they all lose 1 pip of spellpower, so sub blood will gain less mana, sts and simulacra lose duration.
I would rather not see spell power actually nerfed unless any of them are considered OP. Which of course they might be, just not enough players can stand fighting the interface long enough to abuse them
rebthor wrote: It still doesn't really solve the sort of edge case where you want to eat the chunks and self-sublimate though...
As suggested, a Y/N/S prompt allows you to self-sublimate with 'S'. It's an extra keypress in that one situation, but over the course of a game you are saving a
lot of keypresses by not having to juggle items. (It's not just the quantity of keypresses - it's also the time you spend stopping and scanning the wield screen to see which letter the chunk is on, which is what I find more jarring .)