Remove blowguns


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Tartarus Sorceror

Posts: 1739

Joined: Tuesday, 13th March 2012, 02:48

Post Saturday, 11th June 2016, 03:07

Remove blowguns

1. Remove blowguns. They are dumb.
2. Rename needles to darts, and make them throwable. 0 dam, 1.0 base delay, 0.7 min delay
3. Remove at least some of the hex needlesdarts, possible all of them. (paralysis, sleep, confusion, slow, and frenzy)

For this message the author Rast has received thanks: 4
duvessa, Lasty, ydeve, yesno

Ziggurat Zagger

Posts: 8786

Joined: Sunday, 5th May 2013, 08:25

Post Saturday, 11th June 2016, 03:25

Re: Remove blowguns

4. Remove darts

For this message the author duvessa has received thanks: 2
Tiktacy, yesno

Shoals Surfer

Posts: 325

Joined: Tuesday, 13th October 2015, 06:02

Post Saturday, 11th June 2016, 04:51

Re: Remove blowguns

If anything blowguns are under powered. Ever been hit by a real poisoned needle? Dead in 3 seconds.

Slime Squisher

Posts: 377

Joined: Thursday, 12th June 2014, 06:56

Post Saturday, 11th June 2016, 06:09

Re: Remove blowguns

TonberryJam wrote:Ever been hit by a real poisoned needle? Dead in 3 seconds.


Ever been stabbed by a real sword? Incapacitated in 3 seconds, dead in 3 minutes.

Any game that uses the "critical existence failure" model of health is going to be highly unrealistic. It turns out that more realistic models have a strong tendency to lead to unfun death spirals.
User avatar

Tomb Titivator

Posts: 911

Joined: Thursday, 17th December 2015, 02:36

Post Saturday, 11th June 2016, 17:22

Re: Remove blowguns

^ to be fair, those death spirals are fun enough when applied to enemies, and Crawl's monsters are inconsistent from the player anyway

Slime Squisher

Posts: 395

Joined: Monday, 28th April 2014, 19:50

Post Saturday, 11th June 2016, 21:21

Re: Remove blowguns

Rast wrote:1. Remove blowguns. They are dumb.
2. Rename needles to darts, and make them throwable. 0 dam, 1.0 base delay, 0.7 min delay
3. Remove at least some of the hex needlesdarts, possible all of them. (paralysis, sleep, confusion, slow, and frenzy)


If you kept the debuff darts I would actually be in favor of this. Needing a blowgun to shoot needles used to be a balance thing when they could carry you to lair at 0 skill, but now that they actually require investment it matters less.

Would probably want to buff the Assassin start though.

For this message the author genericpseudonym has received thanks: 2
nago, Sar

Abyss Ambulator

Posts: 1233

Joined: Wednesday, 23rd April 2014, 21:57

Post Saturday, 11th June 2016, 21:37

Re: Remove blowguns

This is a good time to move all the needle/darts/whatever business over to the poison skill. Then the poison skill can become non-magic and influence stuff like the poison brand! Throwing is certainly strong enough without the added hexes.

Lair Larrikin

Posts: 29

Joined: Thursday, 13th March 2014, 16:44

Post Saturday, 11th June 2016, 23:50

Re: Remove blowguns

if anything I support their removal for wanderers... having this as your primary weapon and spawning with no secondary weapon and only having 2 darts is pretty rough, gameplay wise I think they do serve a purpose... easy way to poison early game for one, but definitely underwhelming mid-late.

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