Slime Squisher
Posts: 392
Joined: Sunday, 11th September 2016, 17:21
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Slime Squisher
Posts: 392
Joined: Sunday, 11th September 2016, 17:21
Shoals Surfer
Posts: 305
Joined: Friday, 13th December 2019, 01:33
Slime Squisher
Posts: 392
Joined: Sunday, 11th September 2016, 17:21
Abyss Ambulator
Posts: 1131
Joined: Tuesday, 4th January 2011, 15:03
Slime Squisher
Posts: 392
Joined: Sunday, 11th September 2016, 17:21
Crypt Cleanser
Posts: 732
Joined: Monday, 24th April 2017, 11:46
Crypt Cleanser
Posts: 732
Joined: Monday, 24th April 2017, 11:46
Nekoatl wrote:Either heal wounds or magic can be the more powerful of the two depending on the player's build and the particular situation.
Slime Squisher
Posts: 392
Joined: Sunday, 11th September 2016, 17:21
Crypt Cleanser
Posts: 732
Joined: Monday, 24th April 2017, 11:46
Nekoatl wrote:Starting out with heal wounds identified but not in inventory would defeat the whole purpose of the starting consumable item (to provide an option to deal with unusually harsh very early game RNG), and it would introduce a new inconsistency. On top of Djinni mages being inconsistent for lacking a starting item, they would be further inconsistent for having a not-yet-encountered item identified.
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