reaver wrote:This still doesn't explain why Demonic weapons are something to emulate. I just said I'd be fine if they were removed.
There is a lot of work in these weapons. TSO worshippers can bless them to become holy versions of the weapons (Demonic Whip becomes Holy Scourge for example) and the concept around them also is flavorful. That's also a reason for Racial versions like Dwarven, Elven, and Orcish.
reaver wrote:Davion Fuxa wrote:Elven and Orcish don't have bonuses for non-races but something could be factored in - like making Elven Long Blades Stab like Short Blades on Tier 3 stabs or Orcish Weapons might be 25% AC piercing.
Once again, why not use a brand? Particularly since you're adding all new effects.
Orcs are more likely to spawn with their own weaponry and if a developer wanted to make them more interesting or dangerous in a specific way he might alter their weaponry so on a whole it was applied in a certain way. This could be done with a brand but it may also be more effect as a supporting modifier to a weapon that could also have a brand - imagine AC piercing with Poisoning for example.
Additionally if the player acquires a Racial Weapon then the developer may develop the weapon so that it instigates some decision making on the player. To flesh out the above Elven idea, maybe all non-Short Blade weapons have improved Tier-3 stabbing; and this is designed to encourage players to train different skills or altar the players playstyle. Again, this could be done with a brand but as a supporting modifier players may be more encouraged to try it out since the weapon could also have a desired brand.
reaver wrote:If Crawl had these values for all armors, the game would be unplayable. Comparing six numbers on each armor you find to your current one is the a textbook example of scumming. It's fine to add it occasionally, of course, but that would be better suited to something like brands or randarts.
I'm not getting what your sort of explaining here, but here's just a random idea to describe what Armours may look like
Light Armour: Hampers Spellcasting Less, Less En-cumbersome, Usually of Lower Enchantment level, Harder to use Enchant Armour Scrolls on, Requires Dexterity Score along with Strength Score to avoid problems
Normal Armour: Normal Penalties
Heavy Armour: Stealth penalty, More En-cumbersome, Knockback Resistance, Constriction Immunity, Usually of Higher Enchantment Levels, Easier to use Enchant Armour Scrolls on
That sort of setup doesn't really scream to me that it is making the game unplayable. Certain Armours cater better to certain playstyles, ego's/enchantments that happen with them, or depending on how your run is going; but it isn't like you should be unhappy with wearing a Heavy Armour instead of Light Armour if you are a Spellcaster, or hating life in regular Normal Armour if you go against Naga's or Elephants in Melee.
reaver wrote:In addition, you seem to have too high standards for egos. Look at vorpal-It literally does nothing but add more damage. Flaming and electrocution are hardly better. There's nothing wrong with adding these as a egos. If you think they do too little, combine them together to one super-ego. That's basically what Stasis is.
Vorpal is the most versatile brand in game, and on Ranged Weapons it can be king. Flaming is extremely dangerous because it is a constant source of lost scrolls for players when enemies hit them with such items. Electrocution is a fixed damage increase separate from actual damage inflicted. All of these brands serve a purpose
As for Armour ego's... the thing here to note is that it is likely a Spellcasting Armour would really do little compared to one of Fire Resistance or particular instance type armour like with one that makes you only get held by Naga's or avoid being trampled by Dragons would serve little purpose most of the time. But they aren't pointless enough that if they happened along as a second modifier that you wouldn't notice them as being potentially useful.