Abyss Ambulator
Posts: 1194
Joined: Friday, 18th April 2014, 01:41
A suggestion regarding evocable items
In my opinion, each of these has its own problems:
- Wands take up a lot of inventory slots. Because of their frequency, and capped charges, this leads to a whole lot of fidding with the autopickup menu in order to stop picking up junk wands that have outlived their usefulness. Many wands duplicate existing spells or closely approximate them. Many wands become more or less useless as the game goes on because of weak damage or being outclassed by better effects.
- Rods also take up inventory slots, and have some annoying mechanics like wait-recharging, have to be wielded, and most importantly (lol) use hunger for no reason. Rods also have cool, rare effects that are fun to use.
- Elemental evokers are widely considered to be overpowered and have been nerfed a few times. This leads to things like awkwardly spawning several evokers throughout the dungeon, when one use of an evoker drains all evokers in the dungeon (because they were too overpowered otherwise). Different evokers also, instead of recharging based on XP or having a fixed charge count, randomly disintegrate at a rate based on evocations.
I made a troll thread earlier in CYC about removing wands, but actually, I think the following would be a good idea: Merge all evocables into wands.
This should go along with two changes: Removing garbage/spell-duplicating wands, and removing the cap on wand charges while reducing number of charges that each one spawns with. Here is what I think the suite of wands might look like:
Wand of Ignition
Like the current Rod of Ignition, but spawns flame clouds too. A merger of the lamp of fire and rod of ignition.
Wand of Whirlpool
Hits enemies with primal wave, and makes a Twister-like water thing that damages enemies and applies a Leda's like effect. Replaces phial of floods.
Wand of lightning
Similar to the current wand/rod of lightning. Maybe its effect could be made similar to Chain Lightning (but less damage obviously). Another option would be to let you cast Orb of Electricity like some enemies can do - I think Asterion via Makhleb can do this?
Wand of energy
Basically a merger of the wand of inacc and wand of Acid. Shoots a non-elemental bolt of energy at the enemy.
Wand of elements
Summons elementals, replacing the effect of the elemental evokers and the old Summon Elemental spell.
Wand of the Swarm
Think the current sack of spiders.
Wand of beasts
Replaces the box of beasts and rod of shadows. Beasts are pretty cool.
Wand of digging
Same as now, but allows more controlled digging, so that you can select the number of squares that you want to dig. Sort of a merger of digging and disintegration. Digging is one of the more powerful abilities if you know how to use it, so its number of charges per wand should be quite low, maybe 1-2. Actually, this should probably be true of most of these wands...
Wand of Enslavement
Same as now.
Wand of slowing
Instead of the current wand, tries to apply a Mass Slow effect. Fewer charges.
Wand of paralysis
Same as now.
Wand of confusion
Same as old Mass Confusion.
I haven't though about how many charges each of these wands that spawns on the floor should have. Scrolls of recharging should also likely not add as many charges as they currently do in this regime. Anyway, I think this would keep a lot of cool effects in the game, while solving a number of inventory/interface issues.
Edit: I was just informed that the digging effect from eye of destruction/caco is likely to be removed. So I think instead we should have bolt of acid, but with more damage and less accuracy, as the acid debuff is cool.
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