Tomb Titivator
Posts: 802
Joined: Sunday, 30th March 2014, 21:06
Remove the interaction between {vamp} and hunger state
- For this message the author xentronium has received thanks:
- Arrhythmia
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
Posts: 802
Joined: Sunday, 30th March 2014, 21:06
Slime Squisher
Posts: 411
Joined: Saturday, 9th March 2013, 14:22
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
Tomb Titivator
Posts: 802
Joined: Sunday, 30th March 2014, 21:06
Sandman25 wrote:Vampiric weapon prevents spamming rods, blowguns and launchers, there is no enough food to ignore the cost. Vampiric brand does not need a buff IMHO.
Tomb Titivator
Posts: 886
Joined: Saturday, 3rd January 2015, 22:34
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
xentronium wrote:I would argue that having a vampiric weapon mostly means that ranged spam is unnecessary, so that there's plenty of food for conservative rod/launcher usage. It may depend on playing style though.
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Vestibule Violator
Posts: 1509
Joined: Wednesday, 21st September 2011, 01:10
Location: St. John's, NL, Canada
Tomb Titivator
Posts: 802
Joined: Sunday, 30th March 2014, 21:06
rchandra wrote:If vamp is freely swappable it might become optimal to start every fight with another weapon and then swap to it when injured, which would be bad.
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
xentronium wrote:rchandra wrote:If vamp is freely swappable it might become optimal to start every fight with another weapon and then swap to it when injured, which would be bad.
Can't you take damage and heal with vamp on the same turn? The turn it takes to swap would negate an advantage you get from having the first strike with good positioning as well.
Ziggurat Zagger
Posts: 4478
Joined: Wednesday, 23rd October 2013, 07:56
Tomb Titivator
Posts: 802
Joined: Sunday, 30th March 2014, 21:06
Siegurt wrote:xentronium wrote:rchandra wrote:If vamp is freely swappable it might become optimal to start every fight with another weapon and then swap to it when injured, which would be bad.
Can't you take damage and heal with vamp on the same turn? The turn it takes to swap would negate an advantage you get from having the first strike with good positioning as well.
You could hit a lot of times with a non-vamp weapon, then swap to vamp weapon to heal then swap back, if the non-vamp weapon does more damage in total across those hits over the vamp weapon, than the amount of damage you could do with the vampiric weapon in the time it takes to swap (typically 1-2 attacks) then you come out ahead, damage wise, so you end up with a situation where it's optimal, but tedious, to constantly be swapping weapons mid-combat
Slime Squisher
Posts: 411
Joined: Saturday, 9th March 2013, 14:22
Return to Game Design Discussion
Users browsing this forum: No registered users and 41 guests