Thursday, 17th August 2017, 18:14 by Shtopit
Inv because of balance. Inv is enormously powerful. There are a few cases in which it is unusable (see inv monsters, water, glow effects), but it is, otherwise, really, really, good, and it also comes with limitless charges. There currently are no reasons not to wear a cloak of inv any time you find it. So I think that demanding a tradeoff for it makes sense, especially since the cloak also gives you AC.
Last time I used the Ball, it also was exceedingly strong. If you train evo a bit and you remember to use it early, you effectively don't need to reset your fights anymore as a spellcaster. You can just stay there and exclusively use the big guns. And it doesn't even cost an equip slot!
So yes, for these two I am mainly thinking of balance.
Another overpowered item that could become a shield-hand item for balance reasons are boots of running. It wouldn't be an evokable, giving instead the permanent bonus, like they do today.
Staves in shield-hand have two reasons. I think that, as they now are, staves have a large problem. They make your spell stronger, but it takes a lot of effort for the stars to align so that they are actually useful in melee. Now, one could say, "sure, they aren't meant to make your melee stronger". My answer is that the result is just a lot of swapping: you don't sacrifice your melee when using a staff, you just sacrifice that half turn it takes to swap weapons. Turning staves into shield-hand items would correct this swapping, and, reason #2, would also correct the current huge number of skills you need to use a weapon effectively: staves skill + elemental skill + evo + fighting.
The results on power balance would be different according to stave. It would, at least in theory, make elemental staves less powerful, since they would lose their special attacks. It would however open the weapon-hand to a one-handed decent weapon option. The one staff that would become noticeably stronger would be the staff of power. Non-elemental staves, that would, in theory, gain in attack power (because of decent weapon) would mean giving up a buckler. All in all, I don't think the change in overall power would be relevant, but I think that the play experience would be much better, and I believe that this is a very desirable result.
Of course, if instead there were a noticeable loss in power, different staves could be joined together, or their effects could be devolved to magical bucklers. Concerning the eventuality of power increase, I am not really worried about it, because the game already has checks on spell enhancers and max MP.
I Feel the Need--the Need for Beer
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