Multi-Branded Randart Weapons


Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.

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Slime Squisher

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Post Wednesday, 15th August 2012, 02:03

Multi-Branded Randart Weapons

Okay, this seems like the sort of thing that's been suggested before, but I can't find it anywhere, so I'm going to suggest it anyway.

Randart weapons can have a large number of different abilities. However, for whatever reason, they cannot have multiple brands. This makes since in some cases: Vampiric/Pain wouldn't work with Holy Wrath, and ditto with flame and frost. However, it seems that brands that could coexist should be able to coexist (in rare cases; I, and pretty much everyone, don't want all randart weapons to have this, just some of them

Anyway, it seems that multi-branded randarts could add more of a reason to use randart weapons. Cause right now there is almost no good reason to use one (unless of course you are a caster)
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Blades Runner

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Post Wednesday, 15th August 2012, 03:03

Re: Multi-Branded Randart Weapons

There are a thousand good reasons to use them... among those is that "potential" stats don't mean anything when its unlikely they'll ever hit that potential.

Regardless, I could see this being neat on a handful of fixedarts (Wacky things like Xtahua's Halberd of Cold Flames, Dagger of Madness [Distortion, Chaos], etc.), but as for something that could be a part of everyday randarts? Eh, not my cup of tea.
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Ziggurat Zagger

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Post Wednesday, 15th August 2012, 03:36

Re: Multi-Branded Randart Weapons

There are certain brands that, IMHO should be combinable. This includes Reaching (now only on whips, which should be a new weapon called a Long Whip, instead) and Returning, but only if brands are changed to apply to thrown weapons.

Vorpalized unbranded weapons should still allow temporary augmentation through spells.

Vorpalize scrolls work on all weapons except blowguns and I really don't know why that is.
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Post Wednesday, 15th August 2012, 04:49

Re: Multi-Branded Randart Weapons

XuaXua wrote:Vorpalize scrolls work on all weapons except blowguns and I really don't know why that is.

Because blowguns don't deal damage?
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Dungeon Master

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Post Wednesday, 15th August 2012, 05:43

Re: Multi-Branded Randart Weapons

XuaXua wrote:Reaching on whips, which should be a new weapon called a Long Whip, instead


XuaXua, generally I like to be supportive of any and all ideas here on the Tavern, but this is a really dumb idea.
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Crypt Cleanser

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Post Wednesday, 15th August 2012, 06:01

Re: Multi-Branded Randart Weapons

XuaXua wrote:Vorpalize scrolls work on all weapons except blowguns and I really don't know why that is.


Because EVERY needles have their own brand already, no need to brand the launcher.

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Post Wednesday, 15th August 2012, 06:42

Re: Multi-Branded Randart Weapons

(now only on whips, which should be a new weapon called a Long Whip, instead)


...resulting in something exactly like a polearm, which is a bad idea because weapons should be different.

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Post Wednesday, 15th August 2012, 10:49

Re: Multi-Branded Randart Weapons

varsovie wrote:
XuaXua wrote:Vorpalize scrolls work on all weapons except blowguns and I really don't know why that is.


Because EVERY needles have their own brand already, no need to brand the launcher.


There could still be a blowgun of accuracy.
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Ziggurat Zagger

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Post Wednesday, 15th August 2012, 14:47

Re: Multi-Branded Randart Weapons

roctavian wrote:
XuaXua wrote:Reaching on whips, which should be a new weapon called a Long Whip, instead


XuaXua, generally I like to be supportive of any and all ideas here on the Tavern, but this is a really dumb idea.


Why? Reaching is only a brand for whips; for everything else (Polearms), it's inherent. And the only reason to use a whip with reaching (because you aren't going to enchant it up if you found a whip with a damaging brand) is if there's a gap you can't attack across via some other means, which is extremely situational, especially considering monsters who can't reach you across a gap and who are attacked, now tend to walk away.

Considering that, I'm of the mind to suggest tossing it as a brand option from whips.
Last edited by XuaXua on Wednesday, 15th August 2012, 14:49, edited 2 times in total.
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Post Wednesday, 15th August 2012, 14:47

Re: Multi-Branded Randart Weapons

dd wrote:
varsovie wrote:
XuaXua wrote:Vorpalize scrolls work on all weapons except blowguns and I really don't know why that is.


Because EVERY needles have their own brand already, no need to brand the launcher.


There could still be a blowgun of accuracy.


There are blowguns of Speed.
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Post Wednesday, 15th August 2012, 15:04

Re: Multi-Branded Randart Weapons

XuaXua wrote:Considering that, I'm of the mind to suggest tossing it as a brand option from whips.

This is probably the right choice in the long term. This or making all whips have reaching.

Crypt Cleanser

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Post Wednesday, 15th August 2012, 16:47

Re: Multi-Branded Randart Weapons

I agree. Whips of reaching are underwhelming because any other brand will outdamage that one extra attack you get, and if you cared about reaching, you'd be using polearms anyway.
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Post Wednesday, 15th August 2012, 17:47

Re: Multi-Branded Randart Weapons

BlackSheep wrote:
XuaXua wrote:Considering that, I'm of the mind to suggest tossing it as a brand option from whips.

This is probably the right choice in the long term. This or making all whips have reaching.


Which is why I originally suggested making two types of whips: standard (current), which can't get the "reaching" brand, and a much rarer "long" whip, which has the reaching brand built-in (like polearms do). Have them rarer than Lajatangs and eveningstars and give them a heavier attack delay than regular whips.
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Ziggurat Zagger

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Post Wednesday, 15th August 2012, 18:51

Re: Multi-Branded Randart Weapons

Why would we not want the weapon class of "maces" to be different to polearms? The aim of weapon differentiation, currently an issue, is to fix the problem that weapon classes are too similar, this is counterproductive.

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Post Wednesday, 15th August 2012, 19:44

Re: Multi-Branded Randart Weapons

1)Sure, it would be cool to have weapons that are speed, reaching, and electrocution all at the same time. But it seems like brands are one-at-a-time for balance reasons, and any combo brand that would be useful on a randart would be too powerful. I could see a staff that is pain at one end and earth at the other, and can be gripped differently to give either effect. Add an auxilliary attack for the secondary brand.

2)The solid maces should be moved to the "Axes and Clubs" category, leaving the bendy ones in the new "Whips and Flails" category. That way more weapons will get cleaving and the Whips and flails will have more in common to build a new effect around. Get rid of some of the solid club types that are too much like some of the axes.
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Blades Runner

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Post Wednesday, 15th August 2012, 20:44

Re: Multi-Branded Randart Weapons

BlackSheep wrote:
XuaXua wrote:Considering that, I'm of the mind to suggest tossing it as a brand option from whips.

This is probably the right choice in the long term. This or making all whips have reaching.

Couldn't we replace Whips of Reaching with Whips of Constriction? It might not make all that much sense for a whip to be able to damage someone while constricting them, but it makes them more unique then being really terrible polearms like they are now.

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Post Wednesday, 15th August 2012, 22:00

Re: Multi-Branded Randart Weapons

Deimos wrote:Couldn't we replace Whips of Reaching with Whips of Constriction? It might not make all that much sense for a whip to be able to damage someone while constricting them, but it makes them more unique then being really terrible polearms like they are now.


It might make a cool fixedart, at least.

Dungeon Master

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Post Wednesday, 15th August 2012, 22:40

Re: Multi-Branded Randart Weapons

I think it is more important to come up with new egos. Crawl has pretty boring ones.

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Post Wednesday, 15th August 2012, 23:11

Re: Multi-Branded Randart Weapons

dpeg wrote:I think it is more important to come up with new egos. Crawl has pretty boring ones.


I like the whips of constriction idea (maybe flails could have it too?) but I think most of the damage types and status effects Crawl has are covered somehow. (That said, I always have plenty of bad ideas.)

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Post Wednesday, 15th August 2012, 23:24

Re: Multi-Branded Randart Weapons

I see how you could bind someone with a whip, but I don't quite get how a standard whip would continue to cause damage over time. It seems like you'd have to start stabbing the constricted target or beating on her with your fists. Constriction works for a rare magic item, though.
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Post Wednesday, 15th August 2012, 23:35

Re: Multi-Branded Randart Weapons

XuaXua wrote:There are certain brands that, IMHO should be combinable. This includes Reaching (now only on whips, which should be a new weapon called a Long Whip, instead)


I like this idea a lot. You could say this about ever weapon and just get rid of reaching as a brand name, and it makes more flavor for the game. think about it this way: long hand axe, long short sword, long throwing darts (randarts + extra range), long needle of confusion (hits 2 targets pins then together, confused)
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Post Wednesday, 15th August 2012, 23:39

Re: Multi-Branded Randart Weapons

I could really see this showing up in the form of an unrand, but not as a general randart property. With the current state of things a Holy/Ice weapon could snap late-game weapon balance in half... though that's more the fact that almost everything late-game is weak to ice (or at least not resistant to it) and unholy.
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Post Thursday, 16th August 2012, 06:45

Re: Multi-Branded Randart Weapons

Multi branded weapons? Yes, it has kinda been discussed in CYC. :P
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