Re-enable Pakellas


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Shoals Surfer

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Post Wednesday, 25th January 2017, 09:50

Re-enable Pakellas

With the recent changes to the game as a whole (namely the removal of Heal Wounds and the removal of rods), Pakellas isn't empowering an already powerful play style so much as offering an alternative way to approach the game, which is in line with some of the other deities of Dungeon Crawl and is welcomed as far as I can tell.

We would gladly play test this and work with the development team in further tweaking Pakellas. I believe he'd be welcomed to the pantheons again, I've seen some changes in the commit that were suggested and would love to see him return to trunk. :).
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Post Wednesday, 25th January 2017, 10:27

Re: Re-enable Pakellas

Make Device Surge work on wands only?
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jwoodward48ss, MainiacJoe

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Post Wednesday, 25th January 2017, 14:33

Re: Re-enable Pakellas

The MP stuff was a big problem, especially the potions.
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Post Wednesday, 25th January 2017, 15:40

Re: Re-enable Pakellas

Drop no-mp restoration, make charging wands cost piety, effectiveness on both recharging and surge should depend on Evocation/Invocation skill.

Alternatively, drop recharging and make Pakellas sometimes recharge your wand slightly when you kill something with that wand.
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Post Wednesday, 25th January 2017, 15:41

Re: Re-enable Pakellas

Also, instead of Device Surge Pakellas worshippers get passive wand power boost, depending on piety.
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Post Wednesday, 25th January 2017, 20:06

Re: Re-enable Pakellas

counterproposal: don't re-enable pakellas

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Post Thursday, 26th January 2017, 01:15

Re: Re-enable Pakellas

Pakellas was the most fucking boring god I've ever seen, even before the removal of rods. I don't like the idea of reviving him.
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Post Thursday, 26th January 2017, 02:01

Re: Re-enable Pakellas

Elitist wrote:With the recent changes to the game as a whole (namely the removal of Heal Wounds and the removal of rods), Pakellas isn't empowering an already powerful play style so much as offering an alternative way to approach the game, which is in line with some of the other deities of Dungeon Crawl and is welcomed as far as I can tell.


Maybe I'm wrong, but I think you're misunderstanding the main issues Pakellas had. The biggest complaints I remember weren't that he was empowering an already powerful playstyle, they were that the mana system encouraged recharging wands after every fight (which was tedious but could probably be solved) and that using wands as your primary means of fighting wasn't that different from using conjurations (which I think it still true - there are more wands that have their own effect instead of being a duplicate of a spell, but I think the fundamental playstyle of blasting things with a variety of damaging ranged effects is pretty similar).
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Shoals Surfer

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Post Sunday, 29th January 2017, 11:45

Re: Re-enable Pakellas

Quazifuji wrote:
Elitist wrote:With the recent changes to the game as a whole (namely the removal of Heal Wounds and the removal of rods), Pakellas isn't empowering an already powerful play style so much as offering an alternative way to approach the game, which is in line with some of the other deities of Dungeon Crawl and is welcomed as far as I can tell.


Maybe I'm wrong, but I think you're misunderstanding the main issues Pakellas had. The biggest complaints I remember weren't that he was empowering an already powerful playstyle, they were that the mana system encouraged recharging wands after every fight (which was tedious but could probably be solved) and that using wands as your primary means of fighting wasn't that different from using conjurations (which I think it still true - there are more wands that have their own effect instead of being a duplicate of a spell, but I think the fundamental playstyle of blasting things with a variety of damaging ranged effects is pretty similar).


Which begs the question - why have wands now when all of them intrude on the design space of damage spells?
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Post Monday, 30th January 2017, 01:02

Re: Re-enable Pakellas

pedritolo wrote:Which begs the question - why have wands now when all of them intrude on the design space of damage spells?


The key difference between wands and conjurations is that wands use charges, a strategic resource, while spells use mana, a tactical one. This mean you can build your character around casting spells every fight, but you can't build your character around using wands every fight. The upside of wands is that they take a smaller experience investment and aren't dependent on your armor or intelligence stats.

Pakellas enables you to use wands every fight as one of your primary offensive tools, removing the main difference between wands and conjurations. In other word, the supposedly unique playstyle he enables is basically just a conjurer with heavy armor.

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Barkeep

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Post Monday, 30th January 2017, 03:14

Re: Re-enable Pakellas

And if you want a conjurer (and summoner) in heavy armour, there's already nemelex.
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MainiacJoe

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Post Monday, 30th January 2017, 17:56

Re: Re-enable Pakellas

Yeah i liked Pak for the free rods, but design space wise Nem is just more interesting.
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