Slime Squisher
Posts: 392
Joined: Wednesday, 7th December 2011, 20:06
Proposal: Sif/Veh ability alteration
Proposal: Give Sif Muna the passive wizardry-like effect. BUT - have it only be active on skills you are actively training:
--> TO PREVENT SCUMMY PLAY: 'actively training' requires X amount of exp to be put in it in a row. When you turn it off, the wizardry effect is disabled and you have to put that initial investment in again. This amount should be very small, akin to killing 8-12 orcs or something. Or, alternatively, just make it cost piety to swap around and activate.
Rationale: Vehumet is the god of violent conflagration and destructive magics. NOT the god of wisdome, knowledge, and lore. He should focus on aiding in the blowing of shit up, *NOT* on the knowledge-side of it.
Sif Muna, on the other hand, is such a natural fit for a wizardry-like passive that I'm astonished it wasn't on him to begin with. It fits his theme, it fits his playstyle, it synergizes with his current spell-giving kit, it is trivial to code, etc.
Now, personally, I think a passive background "wizardry effect" offers very little gameplay choice. This on the ohter hand . . .it forces the player to make a choice: should I train multiple schools at once (a suboptimal pattern!) to keep my wizadry up? Can I afford to go without the wizardry for the moment because I *need* the conjurations raised pronto? Tloc is already high enough that I don't really want to train it. . but if I lose the wizardry on it then suddenly it's not enough. Etc. etc.
-AHMAD
15-runer: OPWz, DECj, DEWz x2, VpWz
Other: DEWz, DrWz, DjWz, GnIE, KeCj, SpEn, SpWz, SpCj, MuWz, FeWzx2, MiBe x7.
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