and into wrote:I think getting rid of the low tier wands would push the items more toward "something the player wants to actually use." When you have three or four hex wands that accomplish similar things, it encourages one to use the least useful one you need to use to get by. If there were fewer but better wands, you'd want to use them because they are good, but when you use them would be a meaningful choice. Perhaps ?recharging could be made rarer, as well.
The trash wands are only part of the problem. The other part is the chase wands, heal wounds, teleportation, and haste. The wands in one of these tiers are not like the wands in the other tiers, and it doesn't make sense for them to be sharing a resource like recharging scrolls. Once you strip out the too good and the too bad wands, you're basically left with a disposable rod. In which case, why not just spawn more rods? Rods are great, on a mechanical basis. They do a fun and useful thing, and then they come back so you can use them more. You get a strong effect, but you can't easily stockpile them to brute-force a solution to an error in judgment on your part.
EugeneJudo wrote:Even later on in the game you still would not want to deal with a spore and a pure melee character could make use of the wand to take it out at range. All races can use wands but not all races can throw things.
Most melee-type characters are better off spending the item slot on a throwing weapon, which are even more common than trash wands. 'Ranged weapon for FeBE' is too narrow a character set to justify the inclusion of multiple item types.
Wahaha wrote:Early a wand of flame is "good and useful". A wand of fire is "incinerate anything (or multiple things) in 2 turns". It's a big difference.
Only if a monster is shooting the wand at the player. When the player is shooting the wand at the monster, it doesn't matter whether that ogre gets gunned down at max range in exchange for three flame charges or gets instantly dead at max range by one fire charge instead. Either way, the player has spent charges removing the threat and now has 20,000 more monsters to deal with before the end of the game.
Wahaha wrote:An easy solution is to not generate low tier wands after a certain depth.
I'm under the impression that this is actually a more radical idea than just cutting the item bloat wands in the first place.
Siegurt wrote:means, since presently wands auto-identify on pickup (Type, not charges) and even in 0.14/0.15 you would just zap a wand when you picked it up to find out what it was as soon as you got it, prior to that you would still zap it to find out what it was, but it required a little bit of setup to make sure it caused a 'visible' effect so you could identify it, so you've always been able to figure out what a wand was immediately on getting it without using a scroll.
In my last game, I found my first wand of flame in Swamp and my first wand of frost in Vaults. I had fire and draining before Lair and cold was available in Orc. In theory, it is good to have tiers of items so you can work your way up the tiers, but wands have absolutely no mechanism making a tier system function in this way. The better wands require no additional xp investment and aren't even noticeably more rare, and they instantly completely eclipse the lesser versions.
Sar wrote:What happened to "make evo influence the chance of getting a puff or a bolt" proposal? Is it considered to be too much of a nerf?
In principle, I like the idea, but I've been told that it causes trouble with targeting. A projectile and a penetrating beam would frequently have completely different desired paths from the player's perspective, and if the wand suddenly flips from one version to the other it created an undesirable skill breakpoint in evocations.
I suppose I could see making evocations have a much steeper effect on wand damage, so both the projectile version and the bolt version plain suck at 0 evocations but they are both viable to continue using throughout the game if you keep evocations up, but there's still probably no reason to have two fire damage wands in the first place.