Lair Larrikin
Posts: 19
Joined: Saturday, 6th August 2016, 21:55
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Lair Larrikin
Posts: 19
Joined: Saturday, 6th August 2016, 21:55
Shoals Surfer
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Slime Squisher
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Lair Larrikin
Posts: 19
Joined: Saturday, 6th August 2016, 21:55
Nekoatl wrote:For me, the most annoying change to my behavior in response to opportunity attacks is how often I retreat to a chokepoint. I used to fight enemies more or less where I found them, typically luring them only a few tiles from the frontier at most, unless and until other significant threats began to close in, at which point I would retreat to a chokepoint so I could fight them one at a time. Now, if I were use that strategy, I would give away a number of free hits to the first monster I engaged with, so instead, I proactively retreat to a chokepoint upon drawing the attention of any nontrivial enemy, which is rather tedious.
Crypt Cleanser
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Joined: Monday, 24th April 2017, 11:46
Temple Termagant
Posts: 8
Joined: Saturday, 6th October 2012, 11:12
Majang wrote: it put a stop to much of what is called "optimal game play" in this forum.
Lair Larrikin
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Joined: Saturday, 6th August 2016, 21:55
Zot Zealot
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Slime Squisher
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Lair Larrikin
Posts: 19
Joined: Saturday, 6th August 2016, 21:55
petercordia wrote:It being optimal to retreat before enemies get adjacent makes the game feel more tedious for me.
So I don't bother, and sometimes I die.
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