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Salamander stormcallers
Please post your feedback.
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
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duvessa wrote:I can't think of any practical circumstance where a stormcaller or entropy weaver would be anything other than free xp. They need to at least lose the delay if they are going to exist.
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duvessa wrote:I can't think of any practical circumstance where a stormcaller or entropy weaver would be anything other than free xp. They need to at least lose the delay if they are going to exist.
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duvessa wrote:I can't think of any practical circumstance where a stormcaller or entropy weaver would be anything other than free xp. They need to at least lose the delay if they are going to exist.
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Lasty wrote:duvessa wrote:I can't think of any practical circumstance where a stormcaller or entropy weaver would be anything other than free xp. They need to at least lose the delay if they are going to exist.
As in immediate firestorm/word of entropy?
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duvessa wrote:Yes, I think that's the only way they have a chance of not being totally harmless. Even then I'm pretty sure you'd need to make entropy weavers fast and increase stormcaller HD or move them earlier.Lasty wrote:duvessa wrote:I can't think of any practical circumstance where a stormcaller or entropy weaver would be anything other than free xp. They need to at least lose the delay if they are going to exist.
As in immediate firestorm/word of entropy?
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njvack wrote:If keeping the delay is good but "walk away and they can't do anything" is a concern, letting them blink might help.
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XuaXua wrote:............................
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KoboldLord wrote:The trouble with stormcallers is that they mostly live in Snake, where instead of hunkering down in a choke point it's usually better to casually walk away from the slow naga that are ineffectually chasing you. Stepping away is the same way you deal with most other monsters in the branch, so having one more monster that you step away from doesn't really change things up much. You just kill the stormcallers after all of the faster things are dead.
Entropy weavers are another matter, because nearly everything in Spider is faster than you, so running out of range of the weaver is going to result in some free hits from the spiders, which means the weaver is still having a tactical effect even though you must absolutely never attempt to melee anything ever if there's still a weaver anywhere on the screen.
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njvack wrote:My only thought on Entropy Weavers (having just cleared Spider) is that it's easy to miss the message when they start their spell.
Arrhythmia wrote:they (and entropy weavers) need a god damn "LOL HI I'M CHANNELING MY DEATH BLAST" tile already ffs
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duvessa wrote:their fire storm does less than 40 damage on average (72 max), has very low variance by crawl standards, and takes forever to happen
stop being afraid of them
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duvessa wrote:their fire storm does less than 40 damage on average (72 max), has very low variance by crawl standards, and takes forever to happen
stop being afraid of them
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tasonir wrote:duvessa wrote:their fire storm does less than 40 damage on average (72 max), has very low variance by crawl standards, and takes forever to happen
stop being afraid of them
Agreed, but this is why I suggested buffing their firestorm damage and hp - the design is fine, it just needs more damage. I'd start by raising both by 25% or so, although it's possible that they would be fine going as much as 50% higher.
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Sivar wrote:It might not be a good thing for stormcallers in particular, but I think the idea of an enemy that encourages* you to position yourself such that other enemies get hit by collateral damage is interesting. Having a pet orb spider follow you around and help you kill emperor scorpions is fun.
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duvessa wrote:if this is intended design it probably shouldn't take away your XP and encourage you to killsteal for pietySivar wrote:It might not be a good thing for stormcallers in particular, but I think the idea of an enemy that encourages* you to position yourself such that other enemies get hit by collateral damage is interesting. Having a pet orb spider follow you around and help you kill emperor scorpions is fun.
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Bart wrote:Not everything is a troll or statue (or both). Did you think of poor spriggans, deep elves and felids, too? It's not that getting hit is optional... Even fire giant's fireball hits for "barely" 3d26 - assuming that he has LoS and player does not have fire resistance.
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Lasty wrote:I'm pretty sure you get XP equal to the proportion of the damage dealt to the monster you did. I'd like it if piety worked the same way, but that might be killstealable.
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