Shoals Surfer
Posts: 253
Joined: Monday, 20th June 2016, 15:27
Reduce Adder EV from 15 to 12
I am sure that everyone here could sing songs and tell great tales about it: The almighty adder fells new players and stalwart veterans alike. It makes Jormungandr pale in comparison.
It's pretty ridiculous, actually. Adders are both fast and venomous have not-too-terrible hp. All this at a time where you have a minimal amount of options available.
However, the last straw to break the camel's back is that they inexcplicably have an insane EV if 15! That is more than a bat. Let that sink in for a moment.
Being fast and poisonous makes Adders dangerous enough. I really struggle to understand why they have such high EV on top of that. It's not really intuitive either.
I thus suggest that adders EV is reduced from 15 to 12. I somewhat arbitrarily chose 12 because it is the EV value of some other early game monsters like jackal and goblin.
If you charge recklessly into an adder, you still are going to die. If the game forces you to fend one off (which can happen because it is fast), you at least have a fighting chance instead of boxing with shadows due to a somewhat hidden, overexaggerated and counter-intuitive EV value.
I wouldn't care if they just couldn't generate on D:1 either instead of that weird obscure hidden mechanic that they don't spawn on D:1 before something something (X turns passed?) happened. I wouldn't even know this existed if I hadn't randomly overheard it in ##crawl. But let's take down one titan at a time, shall we...
It's pretty ridiculous, actually. Adders are both fast and venomous have not-too-terrible hp. All this at a time where you have a minimal amount of options available.
However, the last straw to break the camel's back is that they inexcplicably have an insane EV if 15! That is more than a bat. Let that sink in for a moment.
Being fast and poisonous makes Adders dangerous enough. I really struggle to understand why they have such high EV on top of that. It's not really intuitive either.
I thus suggest that adders EV is reduced from 15 to 12. I somewhat arbitrarily chose 12 because it is the EV value of some other early game monsters like jackal and goblin.
If you charge recklessly into an adder, you still are going to die. If the game forces you to fend one off (which can happen because it is fast), you at least have a fighting chance instead of boxing with shadows due to a somewhat hidden, overexaggerated and counter-intuitive EV value.
I wouldn't care if they just couldn't generate on D:1 either instead of that weird obscure hidden mechanic that they don't spawn on D:1 before something something (X turns passed?) happened. I wouldn't even know this existed if I hadn't randomly overheard it in ##crawl. But let's take down one titan at a time, shall we...
- For this message the author removeelyvilon has received thanks: 6
- Arrhythmia, dowan, Seven Deadly Sins, Shard1697, VeryAngryFelid, WingedEspeon