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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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dpeg wrote:jejorda: message spam has nothing to do with cleaving, does it? Same issue for area spells.
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jejorda2 wrote:When I'm berzerking with an axe, I'm using the numpad or tab to run towards whatever group appears when I press o, and I want to swing again if they are still there. Having to move my hand to enter after each swing feels like a chore and ruins the feel of clobbering things in melee.
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galehar wrote:jejorda2 wrote:When I'm berzerking with an axe, I'm using the numpad or tab to run towards whatever group appears when I press o, and I want to swing again if they are still there. Having to move my hand to enter after each swing feels like a chore and ruins the feel of clobbering things in melee.
I'm not really what you're complaining about, but maybe setting show_more to false would help.
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galehar wrote:Trunk (aka 0.12)
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dpeg wrote:Cleaving is not realistic at all, obviously. If you want a "rationalisation" of the current ally mechanic, here is one: think of the action movies where an actor does something dangerous and all his friends (allies) somehow duck just at the right time.
Gameplay-wise, the question is whether cleaving should be weaker in the presence of allies. I don't really see why (as of yet), so I'd keep the status quo.
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iriswaters wrote:I feel like having neutrals get treated like walls rather than like allies if your god disapproves their slaughter makes more sense, though may be harder to code? Ie: they stop cleave in that direction. This would allow a certain degree of discretion(I attack thataway in order to not hurt the innocent), without complete discretion(simply magically skip the targets I don't want to hit). It would also slightly nerf cleave for TSO folk without completely removing it ever being an option(which seems a thing, considering that switching to TSO is such a big deal for extended endgame). Considering that cleave is always on, this seems viable.
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BlackSheep wrote:Cleave was added on 9/15/2012 at 23:24. The 0.12 build available on the RSS feed is from 9/8.
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duvessa wrote:Christ, you can't remove anything without tavern complaining about it.
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danr wrote:I'm eager to try this. Axes just went from the most boring to potentially the most fun class, I think. Of course I have to try it first to know.
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XuaXua wrote:danr wrote:I'm eager to try this. Axes just went from the most boring to potentially the most fun class, I think. Of course I have to try it first to know.
It's great, just don't play with the current available build off the RSS because ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD ROD
Ziggurat Zagger
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minmay wrote:Agreed. I really can't see myself using axes over polearms now. At least before they did more damage!
Ziggurat Zagger
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minmay wrote:Agreed. I really can't see myself using axes over polearms now. At least before they did more damage!
Ziggurat Zagger
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Galefury wrote:KoboldLord: I don't like your suggestion because it would introduce a completely new mechanic for little gain.
Galefury wrote:Also, weapon swapping is a quick action, armor stuff tends to take a while, so loosening/tightening your armor every time you swap weapons would be weird.
Galefury wrote:Of course there is an opportunity cost to getting to a corridor (at least a realtime cost, very frequently also a significant ingame cost), and lots of enemies have ranged attacks. So there is no doubt that cleaving is useful, I just wanted to elaborate a bit more on the higher risk, higher reward thing: the reward for fighting in the open with cleaving is often not higher, just the risk is usually higher.
crate wrote:I've played roughly half a game with a HOCK since cleave got added and my opinion is that axes are probably worse now than before the changes (since both battleaxe and exec axe just took another damage hit in trunk, so they match the stats of glaive/bardiche) but are more interesting. With 16 dam battleaxe and 19 dam exec axe (which is what is in my game) it feels ok to me ... it's pretty much useless for quite some time imo. I just got Xom-Abyssed from d:20 (havent found Vaults entrance yet) and have cleared lair/orc and the only place I would say that it was definitely a buff to have cleave at the cost of 1 base damage on my battleaxe was in orc (mainly because of priests).
Probably berserk cleaving is ok.
Hand axes and war axes are not quite so terrible any more!
Personally I would like to go back to 16 dam battleaxe and 19 dam exec axe, probably cleave is ok with those stats ... I find reaching more powerful than cleaving and I already don't like glaives and bardiches much. I will try cleaving out some more in other games but these are my first impressions.
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KoboldLord wrote:Agreed, and that's why I want to see some other drawback for axes other than reduced damage. If an AC penalty won't do the job for some reason, surely something will do.
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KoboldLord wrote: If an AC penalty won't do the job for some reason, surely something will do.
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nicolae wrote:Would a minimum delay of 0.8 or 0.9 work?
jejorda2 wrote:Make them noisy?
XuaXua wrote:An EV penalty, perhaps?
roctavian wrote:+1 for an EV penalty as much as I appreciate the thematics of KL's AC penalty -- it increases the gamble in a certain sense; characters will want to drop the enemy before they manage to get that one hit in. It does perhaps motivate characters to take up heavy armor more.
tasonir wrote:I could see the AC penalty, but -5ac in plate seems a bit extreme, I'd lower it to 1-2 points...
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snow wrote:At the moment polearms are way better than axes and you're thinking of nerfing axes more?
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