Barkeep
Posts: 3890
Joined: Wednesday, 14th August 2013, 23:25
Location: USA
Just nine wands
+ Combine slowing, confusion, and paralysis into one wand. The Wand of Debilitation always attempts to slow, may attempt to confuse in addition (chance based on evocations), and may attempt to paralyze on top of all that (less frequent, chance based on evocations). Power of each hex increases with evocations, as currently. Each separate hex chance that you successfully roll checks MR of the target separately. High-tier wand, max charges 24.
+ Combine Random Effects and Flame into one wand. The Wand of Elemental Blast shoots a single-targeted blast of flame, cold, electricity, or negative energy, chosen randomly with equal chance. Worshipping a good god will remove the chance for a blast of negative energy. Perhaps buff damage formula a little; at the very least, allow higher max power. Max charges 48.
+ Combine Digging and Disintegration into one wand: The Wand of Blasting shoots a bolt that digs out rock walls and deals good irresistible, unavoidable damage to anything in its path. High-tier wand, max charges 9.
+ Remove wand of lightning. Rationale: Wand of blasting and wand of acid already shoot bolts, lightning bolt is already a spell. Do we really need this wand in the game?
+ Remove wand of polymorph. Rationale: I really like the polymorph effect, but knowing spoilers gives players a distinct and real advantage in terms of when to use it. Through normal use and experience players can deduce which enemies make good targets (e.g., low-ish MR, but an annoying and/or deadly ability). However, knowing the factors that affect what enemies can result from a polymorph gives players a real advantage, but these factors are not documented in-game, nor or they obvious. It would pain me a bit to see it go, but I think it would be the correct decision, ultimately. Besides, we already have more than one wand that destroys enemies with sufficiently low MR. Functionally speaking, this is redundant, even if it is a cool effect.
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This proposal would leave us with the following wands:
Wand of Acid (15)
Wand of Blasting (9)
Wand of Debilitation (24)
Wand of Enslavement (24)
Wand of Elemental Blast (48)
Wand of Hasting (9)
Wand of Heal Wounds (9)
Wand of Iceblast (15)
Wand of Teleportation (9)
EDIT: If I may be allowed a tangent: I do think evocable items are, as a class, too strong in Crawl currently. I would welcome attempts to rebalance them, but I think that, in the meantime, the effort to change and remove evocable effects so that only distinctive ones remain is also an improvement.
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