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Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Tomb Titivator
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Ziggurat Zagger
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bel wrote:I think there is a misunderstanding here by dpeg.
The reduction in max MP for charms (appropriately adjusted based on spellpower or success rating or ER or whatever) is functionally *identical* to the current situation, with the advantage of no annoying interface prompts. It is not being claimed that it fixes all the other things which are bad about charms.
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KoboldLord wrote:I'm afraid that's not quite right. In the current system, you can start your buff timer and then manually rest back the mp with . before you resume exploring. That way, any monsters you uncover during exploration will be encountered with your buffs still active but still with your full mp pool. This is super-tedious and I don't know if anybody actually does it unless they are preparing for a difficult fight that they have forewarning against due to stealth, monster detection, or vault spoilers, but just the fact that it is sometimes best to rest with . instead of 5 is a minor problem.
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Siegurt wrote:We can look at it this way, the problem that's intended to be addressed here is: "It is tedious, but useful to recast buff spells over and over again outside combat"
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Berder wrote:Does anyone walk around casting stoneskin every 50 turns?
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duvessa wrote:yesBerder wrote:Does anyone walk around casting stoneskin every 50 turns?
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KoboldLord wrote:I'm afraid that's not quite right. In the current system, you can start your buff timer and then manually rest back the mp with . before you resume exploring. That way, any monsters you uncover during exploration will be encountered with your buffs still active but still with your full mp pool. This is super-tedious and I don't know if anybody actually does it unless they are preparing for a difficult fight that they have forewarning against due to stealth, monster detection, or vault spoilers, but just the fact that it is sometimes best to rest with . instead of 5 is a minor problem.
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Tomb Titivator
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Berder wrote:Does anyone walk around casting stoneskin every 50 turns?
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johlstei wrote:Berder wrote:Does anyone walk around casting stoneskin every 50 turns?
I certainly did it with old swiftness and repel missiles, I haven't bothered as much lately but yes, I cast it a lot when I have it.
Sprucery wrote:In dangerous areas, I constantly recast stoneskin, phase shift and Ozo's armour if I have some of those (and have enough MP and MP regen so that it works reasonably well). (Of those Only Ozo's is a Charm.)
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Berder wrote:Even out of combat? Instead of resting? If you do this you are in the extreme minority, considering the short duration of those buffs. It doesn't make sense to remove an entire school of magic because a very few experienced players abuse it in an annoying way for a very small benefit.
Tomb Titivator
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Berder wrote:johlstei wrote:Berder wrote:Does anyone walk around casting stoneskin every 50 turns?
I certainly did it with old swiftness and repel missiles, I haven't bothered as much lately but yes, I cast it a lot when I have it.
RMSL now doesn't need to be recast except after combat. Swiftness is now strictly situational.
t.
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Berder wrote:It doesn't make sense to remove an entire school of magic because a very few experienced players abuse it in an annoying way for a very small benefit.
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acvar wrote:It is not that charms are bad in crawl. It is that charms a bad in any system. They fall into the everything is better with me catagory. If you really want to be good at anything you need charms. Who is better at dodging arrows a characther who sinks everthing into dodging or a character who diverts some fo their experience into repel missles? Who is better at sneaking past monsters a character who sinks all their experience into stealth or somebody that sinks a sizable portion into charms for invisibility (hell even most of your experince). Anything you do if you want to be really good at it you need charms. People who only train stealth should be better at stealth then people that train stealth and charms. People that train only dodging should be better at dodging then people that train dodging and charms. People that train to cast fireballs only should be better at casting fireballs then people that train casting fireballs and charms (haste).
acvar wrote:So charms are cumbersom, overpowered, and ubiquitous. Other then tradition what is the reason to keep them?
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Tomb Titivator
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bel wrote:For charms there are two relevant design goals to be kept in mind:
a) something should not be tedious but optimal
b) something should not be a no-brainer.
For a) I mentioned the reduction in max MP idea, won't repeat it here.
For b) some people are suggesting that charms is a no-brainer. One must keep in mind the opportunity cost of training charms.
Low level charms like repel missiles might be no-brainers, swiftness as well, though it has downsides so must be used correctly. Ozocubu is also relatively no-brainer (assuming you're wearing light armour). Regeneration is also a relative no-brainer, but low-power regen sucks, so it needs a fair bit of investment.
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