Post Tuesday, 24th May 2016, 16:31

Re: Remove either orb run or digging

I'm confused by the argument that pre-digging is optimal -- as a limited consumable resource it shouldn't always be possible to pre-dig everything. I understand that in many practical situations there would be more than enough digging, but it seems to me that could be addressed by increasing the rarity/wand tier of digging. With less digging available I think that retaining charges for tactical digging would be valuable.

Since this thread has discussion on tactical digging I have a proposal. Make digging dig in a fuzzed line or cone instead of a straight line. Give it randomness so that it can't be gamed. This addresses the problem of digging creating perfect terrain for players both for killholes and vault breaking. Either remove the digging effect from /disint or remove the wand entirely.