Feature request: change spell durations
In other words: make them work like repel/deflect missiles work right now.
Constantly recasting them while auto-exploring is just annoying.
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Ziggurat Zagger
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Ziggurat Zagger
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Dungeon Master
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PleasingFungus wrote:(1) spells cast out of combat don't work very well, since spell success rates become fairly meaningless (outside schools that have serious miscast effects, e.g. transmutations)
PleasingFungus wrote:(1) spells cast out of combat don't work very well, since spell success rates become fairly meaningless (outside schools that have serious miscast effects, e.g. transmutations); this breaks e.g. the thing where heavy armour/strength matter. (this is a major problem with *msls' current design). your design encourages players to recast their buffs after every fight and to re-re-cast them until they're successful, at no meaningful risk or cost. not good.
(2) the invisible monster thing
(3) repel/deflect missiles don't work like that
Slime Squisher
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duvessa wrote:which worked great for alter self!
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kuniqs wrote:1 - Make all those spells' miscasts glow you. This way you can't miscast more than ~5 times without mutating yourself.
kuniqs wrote:Or give exploration-expiring status effects.
kuniqs wrote:About the recasting - you can always back up stairs, take off your armor and cast all buffs.
kuniqs wrote:2 - How this ghoul healing really works? I'm curious.
kuniqs wrote:3 - They have a % chance to go away every time they deflect something? How about doing the same thing for, say, necromutation? You have 'duration' of 5. Every time you recieve damage there's a % change (proportional to damage done and inversely proportional to spellpower) the duration will go down by 1,2, whatever.
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