Snake Sneak
Posts: 123
Joined: Monday, 3rd January 2011, 14:47
Rods suggestion
A second problem is that equipping and uneuipping rods is in general a nuisance unless you rely on macros, I've never really seen a reason for this requirement, why not let players evoke rods as they do wands.
My suggestion: Take the format of god abilities when using rods.
Each ability has a chance to work depending on your evocations, so higher level spells such as deflect missiles and freezing cloud would require high evocations to be used reliably, instead of having to equip rods you can use them through the V screen.
They would become reusable wands with unique spells that come at a cost. As it stands now an early rod with freezing cloud or deflect missiles
makes the early game terribly easy, but it loses it's utility as the game goes on because of the cost of spending two turns to equip and unequip the rod, after this reform, you would only be able to use it at the late game but it would remain useful throughout the game as long as you have the skills needed to use them.
A character could pump evocations to very high evels to use the rods stronger abilities earlier but it would come at a cost to their survivability as they could have pumped defensive skills instead.
As rods are usually only found later in the game, if you don't prepare yourself in advance by pumping evocations, you would need to wait quite a long time to get evocations to a high enough level to use the stronger spells. Giving characters a choice of pumping early for a potential reward later in the game thus making the early game harder or waiting and risking finding a rod and not having the skill to use it for a while.