Abyss Ambulator
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R/DMsl for monsters
- For this message the author TwilightPhoenix has received thanks:
- smock
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Abyss Ambulator
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Abyss Ambulator
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minmay wrote:The typical response to this kind of monster spell is to go away and wait until it expires, so if it's an expiring spell rather than the permanent flag it needs to only be on monsters where you can't really do that.
Shoals Surfer
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minmay wrote:Monsters already have EV.
Abyss Ambulator
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sardonica wrote:minmay wrote:Monsters already have EV.
So do players. Let's remove RMsl and DMsl then.
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Blade wrote:sardonica wrote:minmay wrote:Monsters already have EV.
So do players. Let's remove RMsl and DMsl then.
His point, which you so conveniently missed, is that size-based R/DMsl would be silly, because size-based evasion already exists.
Abyss Ambulator
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sardonica wrote:Make size-based evasion matter a lot more for ranged than for melee.
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Abyss Ambulator
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Shoals Surfer
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TwilightPhoenix wrote:I think bees were just used as an example. I imagine the size-based EV bonus vs missiles would apply to stuff like bats, (monster) Spriggans, Orbs of Destruction, dancing weapons, wasps, rats, and other small stuff.
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minmay wrote:Ranged combat is ridiculously overpowered but that can be solved without adding unintuitive, opaque, and blatantly inconsistent mechanics.
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minmay wrote:Ranged combat is ridiculously overpowered but that can be solved without adding unintuitive, opaque, and blatantly inconsistent mechanics.
Abyss Ambulator
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Ziggurat Zagger
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Dungeon Master
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sanka wrote:If ranged combat is generally overpowered, that can be simply solved by decreasing the damage or something.
sanka wrote:But I think that diversing enemies against certain types of attacks are a very good tool to nerf it.
sanka wrote:Of course you also has the other possibility to make ranged combat weak enough that switching back to melee is a good option against everything who is next to you, simply because melee is more effective.
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KoboldLord wrote:That's why the devteam is trying to fix the tedium and worrying about balance later.
Abyss Ambulator
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minmay wrote:sardonica wrote:minmay wrote:Ranged combat is ridiculously overpowered but that can be solved without adding unintuitive, opaque, and blatantly inconsistent mechanics.
So show us how, oh "minmay".
Make it do less damage.
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XuaXua wrote:Currently all ammo is +3 enchantment for purposes of damage (or is that accuracy? Or both?) and breakage.
If I'm to guess, are those up to three factors currently using a single variable to define them? If so, the first step in reform is to separate them.
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