The Fighter Background


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

Tartarus Sorceror

Posts: 1776

Joined: Monday, 21st February 2011, 15:57

Location: South Carolina

Post Wednesday, 10th October 2012, 15:21

Re: The Fighter Background

galehar wrote:Having a shield is the point of the fighter background.

The magic users have wizards as the generalists, and lots of different specialists. If "fighter" is supposed to be a specialist in shields, I'm not sure the name tells me that. I would expect that a fighter is either a generalist fighter, or a specialist who focuses on more damage at the expense of defense. Maybe the class needs a new name if it is to be a shield specialist?

I went to m-w.com's thesaurus entry for warrior, and counted the shields in the first 24 hits of a google image search for many of the entries. Here is how prominent the shield appeared for some of the words:
  Code:
fighter:    1
gladiator:   3
knight:      9
hoplite:   24
soldier:   0
warrior:   6
man-at-arms:   0
dogface:   0
legionarie:   5
trooper:   0
regular:   0
serviceman:   0
cuirassier:   0
dragoon:   0
footman:   10
foot soldier:   3
grunt:      0

So fighter wasn't notably high, and I was surprised at footman. I'm not sure the name (or anything) is a problem with the fighter class, but I thought I'd share.

For this message the author jejorda2 has received thanks:
dpeg
User avatar

Crypt Cleanser

Posts: 720

Joined: Friday, 7th January 2011, 01:43

Post Wednesday, 10th October 2012, 15:56

Re: The Fighter Background

Footmen were soldiers with a better equipment than the conscripted ones, usually carrying a sword and armor, but no horse.

Fighter is too generic for my taste. Footmen or men-at-arms is more precise but Crawl would have Foot-foo or foo-at-arms.

Soldier is another option, different from a gladiator who is a warrior or fighter for duels but not for battles. Knight would imply some mount although it evokes clearly a full geared individual with a shield.

Maybe fighter could be the menu title and warrior the specific background.
duvessa wrote:Christ, you can't remove anything without tavern complaining about it.
User avatar

Crypt Cleanser

Posts: 720

Joined: Friday, 7th January 2011, 01:43

Post Wednesday, 10th October 2012, 16:36

Re: The Fighter Background

Should this issue be addressed therefore towards a reform of shields to make them more intuitive and useful ?
duvessa wrote:Christ, you can't remove anything without tavern complaining about it.

Tartarus Sorceror

Posts: 1776

Joined: Monday, 21st February 2011, 15:57

Location: South Carolina

Post Wednesday, 10th October 2012, 16:55

Re: The Fighter Background

If fighters started with a two-handed weapon instead of a shield, and gladiators got their bucklers back, would the scheme make more sense? Perhaps add some new low-end two-handers, so the choices look something like this:
  Code:
Class           Damage   Hit   Delay    Name
Long Blade      10      0       13      Broad Sword
Axe             12      2       15      Great Axe
Mace            12      0       14      War Hammer
Polearm         13     -3       15      Halberd
Staves          10      3       13      Quarterstaff

Using the existing spiked flail instead of the "war hammer" would probably be okay, whether or not it is changed to two-handed.

Vaults Vanquisher

Posts: 486

Joined: Thursday, 28th June 2012, 17:50

Location: U.S.

Post Wednesday, 10th October 2012, 17:24

Re: The Fighter Background

Roderic wrote:Should this issue be addressed therefore towards a reform of shields to make them more intuitive and useful ?


Probably, but that would warrant a new thread and a lot of creativity.
User avatar

Lair Larrikin

Posts: 17

Joined: Wednesday, 22nd August 2012, 00:06

Post Wednesday, 10th October 2012, 18:27

Re: The Fighter Background

Maybe gladiators should get there own distinct starting religion, not found in the ecumenical temple, but perhaps accessible through a Colosseum themed vault. Could provide abilities like passively constricting enemies as long as you have a net in your inventory, or gold gifts for slaying named monsters.
  Code:
Foo awards you XXX gold for your glorious victory over Sigmund


Maybe it could also be available to demigods (e.g. Heracles the Gladiator, a demigod of Foo)

Fighters certainly aren't useless, considering all the **Fi wins. And I feel like shields don't need the reform everyone is talking about. They are a valuable defense against projectiles, and any fighter oriented game I play starts with deciding if I should invest the XP to get yaktaur protection. As it is, fighters provide a pretty well balanced progression of survivability, and shields add a good strategic nuance. I never really thought of either of them as broken.


edit: Even better if this Gladitorial god randomly spawns OOD Beasts and Uniques to challenge you, with penance for fleeing :o I would freakin' love that.
wolloloo wrote:The arrogance of people around here is really astounding. Time to leave this place.

Vaults Vanquisher

Posts: 486

Joined: Thursday, 28th June 2012, 17:50

Location: U.S.

Post Wednesday, 10th October 2012, 19:14

Re: The Fighter Background

delilah wrote:I feel like shields don't need the reform everyone is talking about. They are a valuable defense against projectiles, and any fighter oriented game I play starts with deciding if I should invest the XP to get yaktaur protection.


But...Armour skill is a better defense and doesn't prevent the use of two-handed weapons...

One thing I still don't get about fighters - they're designed to be the most heavily armoured background, and only get scale mail?
User avatar

Lair Larrikin

Posts: 17

Joined: Wednesday, 22nd August 2012, 00:06

Post Wednesday, 10th October 2012, 19:19

Re: The Fighter Background

some12fat2move wrote:
delilah wrote:I feel like shields don't need the reform everyone is talking about. They are a valuable defense against projectiles, and any fighter oriented game I play starts with deciding if I should invest the XP to get yaktaur protection.


But...Armour skill is a better defense and doesn't prevent the use of two-handed weapons...

One thing I still don't get about fighters - they're designed to be the most heavily armoured background, and only get scale mail?



If they started with plate mail, this post would be about how fighters have to get naked to live through the first 5 floors :roll:
Last edited by delilah on Wednesday, 10th October 2012, 19:22, edited 1 time in total.
wolloloo wrote:The arrogance of people around here is really astounding. Time to leave this place.

Slime Squisher

Posts: 341

Joined: Wednesday, 14th September 2011, 10:10

Post Wednesday, 10th October 2012, 19:22

Re: The Fighter Background

some12fat2move wrote:One thing I still don't get about fighters - they're designed to be the most heavily armoured background, and only get scale mail?


Going heavier with no armour skill is bound to be dangerous. Try in wizard mode. This is YACI (yet another crawl inconsistency) ;)
My wins so far - FeBe, KoBe, DsCo, MDFi, DsBe

Vaults Vanquisher

Posts: 486

Joined: Thursday, 28th June 2012, 17:50

Location: U.S.

Post Wednesday, 10th October 2012, 19:30

Re: The Fighter Background

delilah wrote:
some12fat2move wrote:
delilah wrote:I feel like shields don't need the reform everyone is talking about. They are a valuable defense against projectiles, and any fighter oriented game I play starts with deciding if I should invest the XP to get yaktaur protection.


But...Armour skill is a better defense and doesn't prevent the use of two-handed weapons...

One thing I still don't get about fighters - they're designed to be the most heavily armoured background, and only get scale mail?



Not all species of fighter start off with jacked up strength?


Minimum possible strength for a Fighter is 12 (according to wiki, not positive), which is enough for effective use of chain mail. At any rate, the armour given could vary according to str:

3-5: leather
6-8: ring
9-11: scale
12-14: chain
15-17: splint
18+: plate

As to the effectiveness of it, my MiBe always seemed to do better when they donned the heaviest armour available, even without any armour training. Never tested it though so I guess I can't be sure.

btw palin just so you know your sig says 4 wins and lists 5 characters :|
Last edited by some12fat2move on Wednesday, 10th October 2012, 20:41, edited 1 time in total.
User avatar

Lair Larrikin

Posts: 17

Joined: Wednesday, 22nd August 2012, 00:06

Post Wednesday, 10th October 2012, 19:40

Re: The Fighter Background

some12fat2move wrote:
delilah wrote:

Not all species of fighter start off with jacked up strength?


Minimum possible strength for a Fighter is 12 (according to wiki, not positive), which is enough for effective use of chain mail. At any rate, the armour given could vary according to str:

3-5: leather
6-8: ring
9-11: scale
12-14: chain
15-17: splint
18+: plate


My mistake, and I caught it right after I posted. But long as were going to start off fighters with the best equipment possible, why not just start every game with 12 scrolls of acquirement? In fact, Wizmode should me mandatory, no more dieing, for anyone.
wolloloo wrote:The arrogance of people around here is really astounding. Time to leave this place.

Vaults Vanquisher

Posts: 486

Joined: Thursday, 28th June 2012, 17:50

Location: U.S.

Post Wednesday, 10th October 2012, 19:53

Re: The Fighter Background

delilah wrote: But long as were going to start off fighters with the best equipment possible


That's not what I was suggesting - just a tweak for balancing and differentiation since, as discussed, fighters seem pretty inferior and similar to gladiators.
User avatar

Lair Larrikin

Posts: 17

Joined: Wednesday, 22nd August 2012, 00:06

Post Wednesday, 10th October 2012, 19:55

Re: The Fighter Background

some12fat2move wrote:
delilah wrote: But long as were going to start off fighters with the best equipment possible


That's not what I was suggesting - just a tweak for balancing and differentiation since, as discussed, fighters seem pretty inferior and similar to gladiators.


Maybe you only have this perspective because you're playing MiBe, and even though your heavy Armour choices are completely nerfing your melee attacks, your surviving the early game solely with retaliatory headbutts. Try playing with a hill orc or human.
wolloloo wrote:The arrogance of people around here is really astounding. Time to leave this place.

Ziggurat Zagger

Posts: 4055

Joined: Tuesday, 10th January 2012, 19:49

Post Wednesday, 10th October 2012, 20:00

Re: The Fighter Background

Wearing plate armour on turn 0 with a hofi or hufi is fine and much better than wearing scale mail. You should try it sometime.
User avatar

Lair Larrikin

Posts: 17

Joined: Wednesday, 22nd August 2012, 00:06

Post Wednesday, 10th October 2012, 20:53

Re: The Fighter Background

crate wrote:Wearing plate armour on turn 0 with a hofi or hufi is fine and much better than wearing scale mail. You should try it sometime.



The rat is moderately wounded.
_The rat bites you. You block the kobold's attack.
You hit the rat.
You kill the rat!
_The kobold hits you but does no damage.
Your plate armour prevents you from hitting the kobold.
_The kobold hits you but does no damage. x2
_You hit the kobold but do no damage. The kobold hits you but does no damage.
Your plate armour prevents you from hitting the kobold.
_You block the kobold's attack.
Your plate armour prevents you from hitting the kobold.
_You block the kobold's attack. The kobold hits you but does no damage.
Your shield and plate armour prevent you from hitting the kobold.
_You block the kobold's attack.
_You closely miss the kobold. You block the kobold's attack.
You hit the kobold.
The kobold is heavily wounded.
_You block the kobold's attack. The kobold completely misses you.
You hit the kobold but do no damage.
The kobold is heavily wounded.
_You block the kobold's attack.
You hit the kobold.
You kill the kobold!



Yeah it actually isn't so bad, whoops :lol:
wolloloo wrote:The arrogance of people around here is really astounding. Time to leave this place.


For this message the author delilah has received thanks:
some12fat2move

Ziggurat Zagger

Posts: 3037

Joined: Sunday, 2nd January 2011, 02:06

Post Wednesday, 10th October 2012, 23:52

Re: The Fighter Background

jejorda2 wrote:So fighter wasn't notably high, and I was surprised at footman. I'm not sure the name (or anything) is a problem with the fighter class, but I thought I'd share.


All ten of those images were probably Warcraft-related. The signature ability of the Warcraft III footman unit was to form a shield wall with other footmen in order to defend against ranged attacks. As you probably know, the franchise has managed to accumulate a certain amount of popularity, so images from it are going to overwhelm Google image search.

I'd probably avoid the word for Crawl, though; fighter is an unfortunate D&D-ism, but swapping in a Warcraft-ism probably isn't a net gain.

Roderic wrote:Should this issue be addressed therefore towards a reform of shields to make them more intuitive and useful ?


Definitely outside the bounds of this thread, and I wouldn't want to see two-handed weapons getting completely destroyed as a viable alternative, which is apparently the objective. A serious shield overhaul that would make them good for fighter-types would likely also have significant effects on the majority of viable builds that do make good use of them, and those effects may possibly be undesirable.

If you have an idea, by all means make yet another shields thread, but bear in mind that we've already had several that haven't gone anywhere.

palin wrote:Going heavier with no armour skill is bound to be dangerous. Try in wizard mode. This is YACI (yet another crawl inconsistency)


If it's dangerous to wear heavy armor with no armour skill because of the accuracy penalty, it's also dangerous to wear heavy armor with plausible early-game levels of armour skill for the same reason. The discount on the penalty per level of skill is miniscule, and it is nearly always preferable to train weapon skill to get a bonus that counteracts the penalty instead, even disregarding minimum delay. The real reason you want to train armour skill is the multiplier it applies to your AC.
User avatar

Crypt Cleanser

Posts: 645

Joined: Wednesday, 14th September 2011, 09:36

Location: <---

Post Thursday, 11th October 2012, 01:58

Re: The Fighter Background

minmay wrote:Please, not even more base types. Just enchant the weapon if the weapon needs to be better (it probably does).



Sorry if him out of topic, but why enchant and not vorpalise?

Isn't bashing or slashing cooler than +2?

To see if 12.5% flat damage = 2+ to hit and damage.

We can also not enchant the first weapon and give a +2 slaying ring instead or enchant the armor/shield.

The latter would make more sense for me since I see the fighter more as a "tank", high Hp and resilience, low Dps 'n magic use.

For this message the author varsovie has received thanks:
Tiber

Vaults Vanquisher

Posts: 486

Joined: Thursday, 28th June 2012, 17:50

Location: U.S.

Post Thursday, 11th October 2012, 04:20

Re: The Fighter Background

varsovie wrote:
minmay wrote:Please, not even more base types. Just enchant the weapon if the weapon needs to be better (it probably does).



Sorry if him out of topic, but why enchant and not vorpalise?

Isn't bashing or slashing cooler than +2?

To see if 12.5% flat damage = 2+ to hit and damage.

We can also not enchant the first weapon and give a +2 slaying ring instead or enchant the armor/shield.

The latter would make more sense for me since I see the fighter more as a "tank", high Hp and resilience, low Dps 'n magic use.


No background starts with a branded weapon or ring of slaying. The addition of one would create a pretty glaring inconsistency.

Swamp Slogger

Posts: 163

Joined: Wednesday, 29th December 2010, 22:32

Post Friday, 12th October 2012, 00:06

Re: The Fighter Background

some12fat2move wrote:No background starts with a branded weapon or ring of slaying. The addition of one would create a pretty glaring inconsistency.


...How do you figure? No background other than Artificer starts with a wand. No background other than Warper starts with Dispersal-branded items. No background other than Fighter starts with a shield. In what possible sense is a unique benefit an inconsistency?

I think a weak Ring of Slaying is a pretty interesting idea, actually. Half of the problem with Fighters (and Gladiators too, to only a slightly lesser extent) is that their benefit is mostly in slightly-better-than-average equipment in a game where slightly-better-than-average equipment is dirt common absolutely everywhere. A slight plus on a weapon or armor still leaves you with something which you're as likely as not to replace within the first 3-4 dungeon levels with some glowing piece of junk you got off an orc or found lying on the ground (whereas casters use their books for the entirety of the early game, usually with at least a couple of spells which remain relevant forever). A Ring of Slaying would give the background a martial bonus that persists across your first couple of equipment upgrades while also not being unreasonably strong in the long run.

Another idea which I always kind of liked (but I think might have ended up getting shot down for some reason I can't remember) was giving Fighters a couple of decent mid-value consumables, like a Potion of Speed and a Potion of Might or something. Apart from the trivially-replaced equipment benefits, the other half of the reason I never play Fighters is that they have absolutely no responses to emergency situations in their starting kit. If you get put up against something too tough for you to autofight to death and you haven't both found and identified any worthwhile consumables yet, there's absolutely nothing you can do except run. Everybody runs sometimes, but the threshold for "decent chance to kill me if I interact with it in any way whatsoever" always struck me as being unreasonably low for Fighters. You're never more than a couple of bad rolls away from dying in combat against pretty much anything you wouldn't classify as "popcorn", and once those bad rolls happen it's too late to escape.

I think the main reason why a lot of people think Fighters suck but Gladiators are tolerable is the fact that Gladiators start with thrown weapons and nets. They have a thing they can do to not die when things go south. It still sucks compared to basically any form of magic, but it's better than nothing. Fighters have nothing. Across all other backgrounds, I'm pretty sure the only one as bad off as Fighters in this respect (excluding Chaos Knights and Wanderers, of course) is the Monk, and the situation is solved for Monks the very instant they find their altar. I'm pretty sure I've had Fighters get all the way to the Ecumenical Temple (or, more frequently, not get to the Ecumenical Temple) without ever identifying a potion more useful than Curing or finding a decent wand. Even if I did have potions of Berserking, Haste, and Might when I died, odds are I only ever found one and didn't have enough scrolls to identify any of them, so I never knew it or had a way of knowing it. That kind of helplessness isn't very fun. Even if Fighters were arbitrarily strong and had no survival issues, playing through a large chunk of the early game with literally zero tactical options other than "punch" and "run" is extremely dull.

Here's a little thought experiment. Consider the religious warriors: Berserkers, Death Knights, and Abyssal Knights. They're all like a million times better than Fighters, right? Because, even moreso than Gladiators, they can Do Things To Not Die in the early stages of the game where IDed consumables are rare. Sometimes better than casters, even! The holy grail of background viability! Very few people would question the claim that their religions are better than the Fighter's shield and armor for surviving the early game. Thus, if there was a starting background for every non-caster god (with their starting equipment balanced relative to the early-game strength of their religions, using the existing backgrounds as a metric), I posit that nobody would play Fighter ever again. The only sensible reason to pick Fighter over anything is because you want to play as a heavy-armored non-caster of a god other than Trog, Yredelemnul, or Lugonu. I don't think there's even a balance-related reason why options like Makhleb (god do I miss Chaos Knights of Makhleb; they were perfect for this) or Okawaru aren't offered as starting gods, but if you want to play a heavy-armored character based on them or anyone else not fortunate enough to be listed in the Zealot menu, you have to pay the Fighter Tax (up to 8-10 levels of abject boredom, most likely dying multiple times in the process). I believe that, in practical terms, this is the Fighter background's sole purpose as it exists now. And even that is supposed to be done better by Monks, but every starting skill point Monks get is a waste in the long run for most of those kinds of builds. (For my part, I've given up on even bothering to play non-magical warriors of non-starting gods, because the Fighter Tax is too high for me.)

Hell, maybe there's even some way to merge Fighters and Monks. Why does unarmed combat need to have a monopoly on piety, anyway? You could give the two-star piety bonus to Fighters and they'd still be a weaker start than Death Knights or Berserkers.
Last edited by Sjohara on Friday, 12th October 2012, 01:51, edited 1 time in total.

For this message the author Sjohara has received thanks:
Tiber

Tartarus Sorceror

Posts: 1776

Joined: Monday, 21st February 2011, 15:57

Location: South Carolina

Post Friday, 12th October 2012, 00:10

Re: The Fighter Background

What if fighters start off with some of the good potions identified?

Swamp Slogger

Posts: 163

Joined: Wednesday, 29th December 2010, 22:32

Post Friday, 12th October 2012, 00:38

Re: The Fighter Background

That could be a decent compromise if starting with the actual potions themselves gets vetoed for being too strong or not thematic. The problem isn't just that the background needs to get by with what they find, it's that the ID system in place makes it so you can't rely on most of what you find at the stage of the game when you need it most. Being able to instantly ID Curing, Healing, Berserk, Might, and Speed--or maybe even just the last three, since the healing potions usually aren't too hard to figure out just due to frequency--could go a long way to giving Fighters an early-game boost without impacting their intended playstyle much at all.

Artificers start with knowledge of Scrolls of Recharging, so this isn't unprecedented.

Ziggurat Zagger

Posts: 4055

Joined: Tuesday, 10th January 2012, 19:49

Post Friday, 12th October 2012, 02:12

Re: The Fighter Background

Really the thing with "no escape consumables" just means you have to know which enemies you can fight before you encounter them. I have no problem killing almost everything with my fighters/gladiators, but I know if I see a d:2 ogre that I am not going to even attempt to kill it and will make sure it does not get adjacent to me. Similarly if I see a d:2 orc wizard I am going to do my best to keep it out of LOS entirely until I can get back to a < (or a >) and ditch it. If you have enough experience with these enemies to know the turn you see them that this is the correct response you are fine. If you don't you will die and that's fine too, Crawl is supposed to kill you for making bad decisions and it is not hard to learn that fighting an ogre or orc wizard on d:2 is a bad idea.

(Personally I almost never use consumables to escape from an unwinnable fight ... I use them instead as insurance against "what if I am exceptionally unlucky in this fight" or "I have 10 potions of heal wounds, I can be more aggressive and fight things where I might need 30 more HP to not die. There is the occasional situation where you run into something like Agnes where you can't just run away without consumables, or whoops that was a bee room now I have to teleport, but these situations are reasonably rare.

I also use my nets as a Gladiator primarily to kill things with the free turns I get from trapping my enemy rather than to run from things.)

And yes, if you could choose to start the game worshipping the god of your choice then no one would play any of the bookless, godless backgrounds. This choice doesn't exist and isn't about to do so any time soon.

---

Anyway on the whole I think fighter is reasonably ok. I would not be opposed to making them a bit better at fighting things: give them an enchanted weapon, maybe even let them start with a potion of might, maybe upgrade them to chain mail instead of scale ... but they don't need large changes. They're not a challenge background or anything, and they have a purpose now (start with a shield).

Swamp Slogger

Posts: 163

Joined: Wednesday, 29th December 2010, 22:32

Post Friday, 12th October 2012, 02:55

Re: The Fighter Background

crate wrote:Really the thing with "no escape consumables" just means you have to know which enemies you can fight before you encounter them. I have no problem killing almost everything with my fighters/gladiators, but I know if I see a d:2 ogre that I am not going to even attempt to kill it and will make sure it does not get adjacent to me. Similarly if I see a d:2 orc wizard I am going to do my best to keep it out of LOS entirely until I can get back to a < (or a >) and ditch it. If you have enough experience with these enemies to know the turn you see them that this is the correct response you are fine. If you don't you will die and that's fine too, Crawl is supposed to kill you for making bad decisions and it is not hard to learn that fighting an ogre or orc wizard on d:2 is a bad idea.

I freely admit that I'm hardly this generation's greatest Crawler, but in my experience, it takes a lot less than a D2 Orc Wizard to chase off a Fighter. Orc packs continue to be a huge gamble even on later dungeon levels where they aren't considered to be out-of-depth, and they're extremely common on those levels. You can still usually run from them, but where does it end? Weak backgrounds don't usually die to sudden unavoidable insta-kills from bad spawns. They die because they had to run away too many times, fell too far behind the experience curve, and reach a point where the dungeon no longer generates things that they can kill. Then you get eaten by something embarrassing like a wyvern or a couple of war hounds that are too fast to run from, or you run away from a scary thing directly into another scary thing because you weren't able to clear enough of the floor to establish a safe escape route.

I also use my nets as a Gladiator primarily to kill things with the free turns I get from trapping my enemy rather than to run from things.

What's your point? Obviously using emergency supplies to kill a thing is even better than using emergency supplies to run from a thing. And anything that a Gladiator kills with a net is something that a Fighter would have unquestionably had to run from. That's another chunk of the level you can no longer explore and another chunk of experience you don't have.

And yes, if you could choose to start the game worshipping the god of your choice then no one would play any of the bookless, godless backgrounds. This choice doesn't exist and isn't about to do so any time soon.

If you concede that backgrounds which worship Makhleb and Okawaru with mediocre equipment (on par with, say, Death Knights) would render the classes that start with no god and decent equipment completely obsolete, then doesn't that in and of itself prove that the equipment Fighters get isn't a strong enough advantage for them to compete? Why is it necessary that Fighter of Makhleb be such a difficult start for an inexperienced player when a heavy-armor warrior of Yredelemnul is so easy?

Vaults Vanquisher

Posts: 486

Joined: Thursday, 28th June 2012, 17:50

Location: U.S.

Post Friday, 12th October 2012, 03:11

Re: The Fighter Background

Sjohara wrote:
some12fat2move wrote:No background starts with a branded weapon or ring of slaying. The addition of one would create a pretty glaring inconsistency.


...How do you figure? No background other than Artificer starts with a wand. No background other than Warper starts with Dispersal-branded items. No background other than Fighter starts with a shield. In what possible sense is a unique benefit an inconsistency?


Wands and darts of dispersal are unique benefits, yes, as is the shield...since you actually play differently on account of having them. And when it comes to a direct physical offense boost for a background, crawl's means of doing so is by enchanting the weapon, not vorpalizing it or adding a ring of slaying. To give a starting weapon vorpalization, rather than enchantment, is not a unique benefit (since it operates exactly the same way, doing more damage) - it's just inconsistent, befuddling the player with different cues that do the same thing.

(Am I spelling vorpalize right? Is it supposed to be with an "s"? I think crawl uses British spellings...)

We know fighters are a relatively weak background, that's been discussed a lot in this thread. I don't think Fighters are that bad though, I mean everyone generally has ID'd scroll of tele and (perhaps more importantly) picked up a wand of something cool by D:3, and Fighters are quite capable of smashing everything to death before then. They might not be as capable as other backgrounds, but I don't seem to splat them that much more often. As for how to buff them, well, I wouldn't recommend consumables. Fighters are supposed to be the most basic, brainless class, tabbier than any other background, so I'd say better enchantment and/or better armour is the way to go.

Ziggurat Zagger

Posts: 4055

Joined: Tuesday, 10th January 2012, 19:49

Post Friday, 12th October 2012, 03:31

Re: The Fighter Background

Well fighter is actually the background with which I have the highest winrate online (3/5 or something). They're difficult tactically insofar as every melee background is difficult tactically (more difficult than things with ranged combat or spells). Orc packs are not very challenging outside of early ones (d:2/d:3) if you use proper tactics. If you use poor tactics they are challenging for a long time. The big thing with orc packs is to break LOS immediately and try to draw the orcs after you one-by-one.

Swamp Slogger

Posts: 163

Joined: Wednesday, 29th December 2010, 22:32

Post Friday, 12th October 2012, 03:35

Re: The Fighter Background

some12fat2move wrote:
Sjohara wrote:
some12fat2move wrote:No background starts with a branded weapon or ring of slaying. The addition of one would create a pretty glaring inconsistency.


...How do you figure? No background other than Artificer starts with a wand. No background other than Warper starts with Dispersal-branded items. No background other than Fighter starts with a shield. In what possible sense is a unique benefit an inconsistency?


Wands and darts of dispersal are unique benefits, yes, as is the shield...since you actually play differently on account of having them. And when it comes to a direct physical offense boost for a background, crawl's means of doing so is by enchanting the weapon, not vorpalizing it or adding a ring of slaying. To give a starting weapon vorpalization, rather than enchantment, is not a unique benefit (since it operates exactly the same way, doing more damage) - it's just inconsistent, befuddling the player with different cues that do the same thing.

How does having a shield demonstrably alter your playstyle? It's a passive, largely invisible bonus to melee survivability, not entirely dissimilar to extra AC or HP. It's also chance-based: assuming you can kill an ogre because you have a shield is stupid and will get you killed if you get fewer than the expected number of blocks. So demonstrably adjusting your playstyle on account of your shield might even be dangerous. Assuming you can kill an ogre because you have Magic Dart is entirely reasonable, and if you get some bad rolls you run away and there's no harm done. Pain Mirror is pretty much 100% guaranteed to kill an ogre for you no questions asked (but at a very high piety cost, so it's not necessarily smart). Even the Gladiator's nets are sufficient to guarantee that no unfortunate ogre-related incidents will ever happen to you. A shield is by no means worthless, but I think it's silly to call it a playstyle-defining benefit.

And yeah, I know that weapon enchantments are the traditional way that melee bonuses are handed out in Crawl. But the classes who rely on enhanced starting equipment are considered weak. The whole point of this thread is to examine why that is and discuss possible means of improving the situation. Weapons and armor with slight pluses on them are very easily replaced by random loot. If you're an Abyssal Knight with a +2 weapon, that's fine. You can cast Bend Space and maybe even the incredible Banish by the time you outgrow it. The benefit of your weapon lasted you long enough to bridge the gap to your next class benefit. When a Fighter starts replacing their gear, the phase of the game in which their background choice mattered worth a damn has officially ended. They have no other benefits to bridge to. No background other than Fighter and Gladiator lose their starting benefits so quickly. That's why they're weak. An Ice Elementalist hybrid who lives long enough to get a better weapon than a Gladiator (which is to say not very long at all) continues to benefit from the Book of Frost in a huge way. Multiple strong rings are harder to find, and thus the benefit provided by a Ring of Slaying would persist longer than the benefit of an equivalent +X weapon, which would help mitigate a major weakness of the Fighter class. I don't see why it should be written off just because it hasn't been done yet.

crate wrote:Well fighter is actually the background with which I have the highest winrate online (3/5 or something).

Man, my winrate with Merfolk Ice Elementalists (who I firmly believe to be the be the strongest background for three-runers, or close to it) is like 1/75 or something. I have two wins across probably hundreds of runs. Most players are probably worse than me. Why should all of these people effectively be told "don't even bother playing non-casters unless you worship Yredelemnul or Trog if you want to see the Lair anytime soon"? If you're good enough at the game to consistently reach the Lair with even the harder backgrounds then I have to figure a slight buff to starting equipment probably isn't going to affect you too much anyway.
User avatar

Pandemonium Purger

Posts: 1341

Joined: Monday, 24th October 2011, 06:13

Post Friday, 12th October 2012, 04:04

Re: The Fighter Background

Just FYI, crawl light DOES have a class that starts with a ring of slaying - monks start out with a +3,+0 ring of slaying and retain the piety boost upon joining a religion. They are massively overpowered, and every monk I started completed lair without exception.

But back to the important question - why is this better than an artificers wand, or a dispersal dart which always blinks the monster? The answer is simple. Ring of slaying factors into EVERY fight. Wands with limited charges or branded darts with limited uses do not.
seattle washington. friends for life. mods hate on me and devs ignore my posts. creater of exoelfs and dc:pt

Spider Stomper

Posts: 233

Joined: Saturday, 18th February 2012, 04:40

Post Friday, 12th October 2012, 04:35

Re: The Fighter Background

The way is see it bucklers are considered good for 1handed toons but Shields are questionably good or bad (depending on race) and Large Shields are never good.
In my mind a toon actually using a Large Shield should be a bastion of defense - some kind of compensation for the Shields/Large Shields investment return (other than “just” the SH increase).
Giving Fighter races (except Trolls/Ogres who gets Shields) bucklers should work out most issues. Improving Shields/Large Shields could be the next step.

Ziggurat Zagger

Posts: 4055

Joined: Tuesday, 10th January 2012, 19:49

Post Friday, 12th October 2012, 04:36

Re: The Fighter Background

My point is that fighter isn't that bad. It is a good choice if you want to play a non-Trog non-Yred non-Lugonu character who kills things primarily with melee weapons. (Gladiator is probably still better, but that doesn't mean fighter is bad.) Here are a list of backgrounds that I would consider definitely harder:

Skald, monk, hunter, arcane marksman, artificer. Also chaos knight and wanderer, but those are supposed to be hard. Warpers are harder to die with but infinitely more frustrating since they can't kill anything, so I might include them on the list too.

I also think conjurer might be harder than fighter but I don't like conjurer so I've not played it much, and it's also a completely different type of background.

Crypt Cleanser

Posts: 721

Joined: Thursday, 9th August 2012, 20:23

Post Friday, 12th October 2012, 06:55

Re: The Fighter Background

I've been reading this thread for a while trying to play all the different backgrounds and species and what not since I'm probably one of the least experienced Crawlers here, but here is some thoughts on the issue regarding Fighters and Gladiators.

  Code:
[b]Gladiators[/b] are awesome. Their starting weapon choices give them the solid Trident, or let them start training the Long Blade or Stave categories upon entering the Dungeon; they are the only class that starts with a piece of armor outside of the body slot which generally helps them armor wise over all other characters (including Fighters); they are the only class that starts with Bucklers (when not picking Staves for starting weapons) which are arguable beneficial for spell-casting at the very least; and being well rounded they are not only a specialized class but one that is optimized however you want it too.

[b]Fighters[/b] look supbar. They start out with better armor but they can probably find better quickly enough that this doesn't matter; they are the only class that starts with Shields, but Shields don't have any notably good attributes going for them like Bucklers do (so your just left with the negative attributes); and while they also have most of the solid starting weapons choices like Gladiators do, they lack the Quarterstaff option. Your basically being left with a really weak shell a character that has a 'gimped' Shield and less weapon skill then the Gladiator does.

For a class that is suppose to specialize in [b]Shields[/b], that has to be its biggest flaw. Shields are severely under-powered, counter-intuitive pieces of equipment that can quickly result in a death trap for anyone using them. They tend to provide [b]No Cumulative Defensive Benefit[/b] due to the loss in offensive and the inability to block all attacks, not to mention they require a huge investment in experience to be moderately useful when they can help you. It doesn't really matter if Fighter's are suppose to be set up to use shields - Dungeon Crawl Stone Soup dictates that successful Fighters should not do so in most circumstances.

If however you really want to make Fighters the class that focuses in on using Shields though, then the best thing you can do is completely [b]Restructure Shields[/b] so that they are viable pieces of equipment to use outside of 'niche' pockets of play. In the meantime though just go about [b]Improving[/b] Fighters in other ways to make them more viable in the [b]Short-term[/b]:

[list]Consider giving Fighters more armor equipment, like give them some or all of Helmets, Gauntlets, Boots, and a Cloak. From the skill set up they are armor users so this doesn't seem like much of a stretch.
Upgrade their Equipment a little so there might be a little more incentive to keep it longer. This has already been mentioned but having a +3 Chosen Weapon along with a +3 Scale Armor would certainly help.
Having more skills would certainly help; perhaps throw it all into Shields to provide some more early incentive to use them. I also mean a big investment by this - like +5 Shields Skills.
Make them like Trog, except that they worship Okawaru (though this would be more akin to removing the class and making another Zealot class). I don't recommend this but I feel it should be mentioned.
Start them with potions or other consumables. Noted from before but a couple of potions of Might or Curing or what not wouldn't hurt.
Giving them more food upon entry to the dungeon. This might help out starting warriors by letting them level scum perhaps.[/list]


Personal thoughts aside, the class itself currently feels like a Challenge class. You can probably do just about as well with a Chaos Knight as you can a Fighter, if not luck out and do far better. I would play Fighters myself more but Shields feel excessive restrictive in preventing the flexibility you need to play in Crawl, not to mention that they don't seem to help me survive that first Centaur I encounter any better then another character without a Shield. I also don't like the idea too much of Unarmed attacks combined with a Shield; I'm the type of person who praised Turbines decision for example in their D&D MMORPG, where they made it so you no longer punched things with a shield when one was equipped, but rather you resorted to Shield Bashing only.

I don't think the Fighter background should be removed as a final note though, but until Shields get reworked you will never make it so Fighters are Shield Users.
A Google Doc I wrote up in regards to making a new 'workable' definition for the Roguelike Genre:
Defining the Roguelike Genre

Swamp Slogger

Posts: 176

Joined: Thursday, 13th September 2012, 22:59

Post Friday, 12th October 2012, 07:41

Re: The Fighter Background

Davion Fuxa wrote:You can probably do just about as well with a Chaos Knight as you can a Fighter, if not luck out and do far better.


You`re gonna have a hard time making points after saying something like this!

Anyway, the problem with fighters isnt the shield or the skill or the weapon, it`s that it`s the first class listed, and would be expected to be easy to pickup for new players. Well it`s one of the worst for new players because you need to know tactics that work in crawl and which monsters they work on, in other words, it`s a good class for experienced players, unlike berserker and wizards for example, which are probably the easiest melee and ranged classes to start with.

Maybe all that`s needed is a few words in the little blurb about fighters during class selection that hints at this.
User avatar

Eringya's Employee

Posts: 1783

Joined: Friday, 7th October 2011, 19:24

Location: Athens, Greece

Post Friday, 12th October 2012, 08:00

Re: The Fighter Background

Just a random idea;

What if Fighter (admittedly, a D&D-ism) gets replaced by Knight (I know that is a nethack-ism, but still, do read on, we already have 3 knights in Zealots anyway, I don't see what the harm is in renaming Fighters like that, really. And it also sets them apart from the Gladiator. Fighter and Gladiator are a bit too close in terms of meaning, imo.

First of all, there's no f-ing mount (unless permanent allies ever is implemented some time in the future, perhaps).

Knight comes equipped with vanilla Plate, Gauntlets, Boots and Helmet.

At character creation they can choose between the two following fighting styles when they start :

Sword and Shield - Vanilla Long Sword and buckler
or
Spear and Shield - +2 +2 Spear* and buckler

* By the way, since Wyrmbane is a Lance now, I'd love it if Lance was added as a base weapon type. I know adding stuff to the game is much more difficult than removing it, still I'm proposing this for the sake of discussing it at least. It would be thematic as starting gear for the knight, of course.

Here's what the stats of this weapon class would look like, numbers are there mostly for show. Working off Polearms skill.

Lance / 1(+1/2?) handed / 4 Acc, 8 dmg 110% delay (stats same as Wyrmbane's base stats atm).
Heavy Lance / 1 +1/2 handed / -2 Acc, 14 dmg 160% delay (so basically, the best unbranded polearm for a spear and shield style.

Both should be quite an uncommon sight in the dungeon (evening star rare), obviously, since they're very good base types of weapons.

P.S: This way Gladiator gets to be the only one real weapon master of the game, he's the only one that can choose between so many different weapon types.
What's your thoughts?
MuCK;
  Code:
612 | D:1      | Xom revived you
614 | D:1      | Xom revived you
614 | D:1      | Slain by a gnoll

Slime Squisher

Posts: 341

Joined: Wednesday, 14th September 2011, 10:10

Post Friday, 12th October 2012, 08:32

Re: The Fighter Background

MiFi is still strong enough for a beginner to overcome initial shield penalty. Problem is when you play a fighter of another race.
My wins so far - FeBe, KoBe, DsCo, MDFi, DsBe

Spider Stomper

Posts: 233

Joined: Saturday, 18th February 2012, 04:40

Post Friday, 12th October 2012, 09:38

Re: The Fighter Background

Davion Fuxa wrote:I don't think the Fighter background should be removed

/Agreed.
I see no problem at all having an atheist tank that use bucklers/shields (Fighter/Troll & Ogre Fighters) and one that goes 2h (Gladiator). Linking those 2 classes to other/new gods would be counterproductive.

Some non-well-thought-through ideas:

1a. Bucklers use standard rules, Block 1att/round
1b. Shields have a % to block the same type of attacks as bucklers and can also block ranged missiles of any kind but can block up to 2/round
1c. Large Shields can block attacks from any “target specific” attack/round. That would include Hellfire and Smites but exclude AoE spells since they target the area, not the player

1c.a. Alternatively, a Large Shield of rF+ would be required to block target fire spells,
a Large Shield of rC+ required to block target Ice spells,
a Large Shield of rP+ required to block target poison spells,
a Large Shield of rE+ required to block target Electric & Air spells and
a Large Shield of Protection would have the added effect of being able to block target Earth and Smite Spells

2. Or give Shields and Large Shields an AC- or SH-increase on top of the regular SH

3. Or use only one type of Shield that becomes more effective the more skill invested, yielding different bonuses
3a. Alternatively remove Shield skill altogether and set a fixed SH for Class/Race combos, possibly affected by stats

But if all these suggestions are trash-bin material, require huge amounts of coding for minimal return and no other bright easy solution gets presented, please stick a Buckler on non-Troll/-Ogre Fighters.

Shield Dwarfs? Hey, maybe THEY can make use of Large Shields :idea:

Vaults Vanquisher

Posts: 486

Joined: Thursday, 28th June 2012, 17:50

Location: U.S.

Post Friday, 12th October 2012, 16:13

Re: The Fighter Background

Sjohara wrote:How does having a shield demonstrably alter your playstyle? It's a passive, largely invisible bonus to melee survivability, not entirely dissimilar to extra AC or HP. It's also chance-based: assuming you can kill an ogre because you have a shield is stupid and will get you killed if you get fewer than the expected number of blocks. So demonstrably adjusting your playstyle on account of your shield might even be dangerous. Assuming you can kill an ogre because you have Magic Dart is entirely reasonable, and if you get some bad rolls you run away and there's no harm done. Pain Mirror is pretty much 100% guaranteed to kill an ogre for you no questions asked (but at a very high piety cost, so it's not necessarily smart). Even the Gladiator's nets are sufficient to guarantee that no unfortunate ogre-related incidents will ever happen to you. A shield is by no means worthless, but I think it's silly to call it a playstyle-defining benefit.


Offense plays different from defense. For instance, one time I had some war dogs chasing me early on, so I ran to a teleport trap that was about a dozen spaces away and danced them into it. This is one example of the sort of thing an armour tank character can pull off but a glass cannon cannot. A boost to defense plays differently than a boost to offense, which was the premise of my Mountain Dwarf resurrection proposal (giving them fabulous HP, Armour, and Shield, but crappy weapon apts). At any rate, I can see the merit of a ring of slaying for Fighters in giving them something useful for the long run, but I maintain there's no reason to vorpalize the weapon when you could just improve its enchantment. I also maintain that crawl needs to rework shields and once that's taken place then will be the time to discuss Fighters.

Ziggurat Zagger

Posts: 5382

Joined: Friday, 25th November 2011, 07:36

Post Friday, 12th October 2012, 20:47

Re: The Fighter Background

crate wrote:My point is that fighter isn't that bad. It is a good choice if you want to play a non-Trog non-Yred non-Lugonu character who kills things primarily with melee weapons. (Gladiator is probably still better, but that doesn't mean fighter is bad.) Here are a list of backgrounds that I would consider definitely harder:

Skald, monk, hunter, arcane marksman, artificer. Also chaos knight and wanderer, but those are supposed to be hard. Warpers are harder to die with but infinitely more frustrating since they can't kill anything, so I might include them on the list too.

I also think conjurer might be harder than fighter but I don't like conjurer so I've not played it much, and it's also a completely different type of background.


I can certainly attest to skalds being harder! I've tried quite a few, thinking what could be better than a fighter who once you get to temple, automatically comes with regeneration? Very few of them actually made it to temple, sadly. Those who did mostly had only trained weapon skill and still couldn't really cast regeneration for a while longer...The starting gear on fighter made me much less likely to want to rip hair out.

I actually like fighters, but I wish they could pick unarmed combat by default. Gray it out if you like - but shields and unarmed go together well, and fighter is the shield class. Right now you have to have claws to pick it. I think it should be recommended (white) if you have claws, and gray if you don't.

Swamp Slogger

Posts: 163

Joined: Wednesday, 29th December 2010, 22:32

Post Friday, 12th October 2012, 21:13

Re: The Fighter Background

crate wrote:My point is that fighter isn't that bad. It is a good choice if you want to play a non-Trog non-Yred non-Lugonu character who kills things primarily with melee weapons. (Gladiator is probably still better, but that doesn't mean fighter is bad.)

Fighter isn't a "good choice" for a heavy-armored non-caster of non-Trog/Yredelemnul/Lugonu, it's the only choice that doesn't waste a bunch of your starting skills on stuff you won't ever use (though picking Gladiator, grabbing the first suit of ring mail you find on DL1, and writing off the dodging skill as a sunk cost is still probably less bad, embarrassingly enough). Of all the backgrounds I've played, Fighters are among the least likely to survive long enough to get 3-4 stars of piety, and yet I have to play them in order to enjoy the playstyles which are the very most reliant on getting to 3-4 stars of piety.

That's the real reason why I get up in arms about this. Warpers are a pretty crappy background, but that's no big deal. It's just one really narrow specialization among a dozen or so casters. You can just pick a different one. There's even some overlap with their starting spells in some of them! You don't lose out on too much of what the game has to offer by not playing Warpers. But heavy-armored warriors of Makhleb, Okawaru, Nemelex, and (arguably, if you live long enough) The Shining One are all fun and distinct playstyles which give you enough survival tools to make them approachable for beginning and intermediate players...except they're all bottlenecked by the below-average Fighter class. If you aren't good enough to consistently make it to the lair with one of the weaker starting backgrounds, you're cut off from all of these cool character types pretty much entirely. I used to have a lot of fun messing around with DSCK of Makhleb in the old days, but then some dev decided that finding an altar as a Fighter was easy enough to do and axed them to save a few pixels of space on the character select screen. Now I never get to play those kinds of characters anymore because, although I'm decent enough to reach the lair fairly consistently with Ice Elementalists and Fire Elementalists and Death Knights and the like, I'm not even close to being able to do that with low-tier backgrounds like Warpers and, yes, Fighters. Lumping all those different (fun) playstyles into a single (boring) starting background is annoying enough, but when that background is also plainly subpar compared to most of the others in terms of surviving the early game it just makes the situation worse.

This is why I brought up Fighters in the context of more hypothetical Zealot backgrounds. Non-magical characters are inherently defined a lot more by their gods than casters are. A warrior who relies really heavily on Makhleb's nukes and summons is fun to play. A warrior who's juggling a bunch of Nemelex's decks is fun too, in a largely different way. A warrior with zero abilities and zero consumables isn't fun for me to play at all. I don't want to play Fighters, I have to, and having them suck enough that they have a disproportionately high chance of crumpling before the fun part has even begun just adds injury to insult and makes the whole endeavor feel like it's not worth doing.

Here are a list of backgrounds that I would consider definitely harder: Skald, monk, hunter, arcane marksman, artificer. Also chaos knight and wanderer, but those are supposed to be hard. Warpers are harder to die with but infinitely more frustrating since they can't kill anything, so I might include them on the list too.

Oh boy, Fighters are marginally less crappy than practically every single other non-magic, non-religious background (which are almost universally crappy because, surprise surprise, magic and god abilities are way stronger starting bonuses than mediocre physical equipment in almost all circumstances) and the three casters with the absolute worst, least combat-capable books. That makes me super-excited to play them now. (And I'm a little skeptical that they're even worse than Hunters, though I haven't played any recently as I'm not usually a huge fan of ranged weapons.)

I also think conjurer might be harder than fighter but I don't like conjurer so I've not played it much, and it's also a completely different type of background.

...Conjurers have Magic Dart into Mephitic Cloud into Lightning Bolt. What could you possibly think they're lacking that Fighters do better? I don't like them as much as a bunch of other casters, but they clearly have everything they need to get through the Lair with minimal assistance from gods or loot. Hell, with Freezing Cloud they practically have everything they need to start getting runes. Fighters barely start with enough gear to get them to the Temple and not nearly enough to get them to the stairs to the Lair (which is when your god is just starting to really come online for the first time, usually).

Look at it this way: Conjurers rely on conjurations to reliably reach and clear the lair (at which point they will have the piety and consumables they need to succeed going forward), and they start with a bunch of excellent conjurations. Death Knights rely on god abilities to reach the lair, and they start with easy access to a handful of excellent god abilities. Fighters rely on consumables and/or strong, branded weapons to reach the lair, and they start with...a shield.

Ziggurat Zagger

Posts: 4055

Joined: Tuesday, 10th January 2012, 19:49

Post Friday, 12th October 2012, 21:17

Re: The Fighter Background

Conjurers are really good at throwing frost. Unfortunately that's all they can do for quite some time, and throw frost is not a particularly good spell.

If you're dying a lot as a fighter I can pretty much guarantee you are using bad tactics. It is not a weak background.

edit: By the way fighter is kind of a difficult background, because melee combat is the hardest part of crawl tactically. It is not however a weak one ... I just took a falchion hufi to lair right now and any good luck I had in finding items was pretty much balanced by bad luck with enemies. Compared to other backgrounds for a human hufi felt pretty average in power.

Ziggurat Zagger

Posts: 3037

Joined: Sunday, 2nd January 2011, 02:06

Post Friday, 12th October 2012, 23:43

Re: The Fighter Background

Conjurors are definitely the worst conjurations-focused caster currently available. Being forced to spread early xp into two different elemental skills is a bad thing, because there's little synergy and much redundancy between any two of them.

Fighter's problems have less to do with power than they do with being boring and redundant. On a primal level, gaming is all about pressing buttons to get rewards, and the fighter just doesn't have any buttons to press. Eventually you'll find an altar or a good item that provides a button to press, but nearly everybody else comes with a button ready-made and new buttons that I find just make them even better. Giving fighters a hefty buff would make them easier, maybe even very easy, but it wouldn't address their fundamental problem of being boring.

Swamp Slogger

Posts: 163

Joined: Wednesday, 29th December 2010, 22:32

Post Saturday, 13th October 2012, 00:17

Re: The Fighter Background

crate wrote:Conjurers are really good at throwing frost. Unfortunately that's all they can do for quite some time, and throw frost is not a particularly good spell.


Throw Frost isn't great, but it's usually good enough to kill ogres and the nastier orcs and gnolls and most other common threats, especially if they're stumbling around confused to give you more time. High-AC uniques are probably out of your league (they're out of a lot of people's leagues), but if you focus your skill points you'll probably have Lightning Bolt castable before you hit the Lair, and then you can kill basically anything. You might starve or aggro the whole damn map, but you'll win straight-up fights, and everything fast enough to catch you if you run or that has a ranged attack can be disabled with Mephitic Cloud until you hit Spiny Frogs (by which point you should definitely have been able to learn Lightning Bolt and food is going to be a non-issue for a little while). On the whole I find them only marginally harder to start than Wizards, and a Wizard who hasn't found a book with a new conjuration it by Lair 1 is in deep trouble whereas Conjurers coast clear through that stretch easily. Ice and Air Elementalists probably have a more even progression, which is part of why I like them better. I'm not sure if Conjurers are worse than Fire Elementalists or Venom Mages, though.

crate wrote:If you're dying a lot as a fighter I can pretty much guarantee you are using bad tactics. It is not a weak background.

Educate me. What tactics do you use to deal with Orc Warriors when you're still using your starting weapon (or close to it) and they have a very real chance of killing you even if you engage them one-on-one in a corridor? Run away, I suppose (as though there could be any other response). What about when every single dungeon level has at least two or three of them, often supported by Orc Priests? What about when orc packs are the least threatening thing on the level and you still haven't found a good branded weapon or more than one or two middling attack wands? And if I just keep running and running, or emptying wand after wand if I'm lucky enough to have them, then what about Spiny Frogs?

All but the worst casters have enough firepower in their books to kill moderately dangerous stuff like orc packs, no matter how bad their luck is with items; it's just a matter of time before they get the levels they need to cast the right spells. In the absence of lucky weapon drops, Fighters just get worse and worse over time right from the word go. They get chased out of fights by practically everything, and the more you have to run from, the more of the map goes unexplored, the fewer opportunities you have to find that lucky weapon drop, and the less likely you are to do any better on the next floor. The shield doesn't give you any kind of a head start in this. It's probably inferior to Magic Dart when it comes to winning fights starting from like DL2.

Ziggurat Zagger

Posts: 4055

Joined: Tuesday, 10th January 2012, 19:49

Post Saturday, 13th October 2012, 00:45

Re: The Fighter Background

If you want to see my tactics just watch my ttyrecs, they're all available (I am not sure about the state of CAO ttyrecs, they may be back now and will definitely be back soon if they are not yet, but I have some from cszo if you want to watch those). Many characters cannot kill early orc warriors; that's fine, you can go back and kill them later once you find a blowgun (every character should carry a blowgun if you do not know Sting). In general the main thing is not letting enemies see you ... so very nearly always your first step upon seeing an enemy should be away from said enemy. Then just keep everything out of LOS as you fight. You can kill the vast majority of things you will run into in 1v1 combat as a fighter, especially if you have any consumables.

It is rare to get orc warriors on every floor of D and even if you do you can usually clear the rest of the floor just fine anyway. Much more dangerous actually is running into player ghosts or uniques, or centaurs.

Often by the time you find lair you will have an upgrade from your starting weapon unless you chose trident (scimitar/morningstar/war axe are reasonably common), and if that's the case you're fine against spiny frogs. Another option is worshipping Fedhas so you have the most powerful 1* god in the game other than Trog (and arguably Fedhas is stronger than Trog at 1*), and then you can just mushroom your way through everything.

If you're not married to your shield then great swords are pretty common too, especially if you run into wights, and they're a very good weapon in lair.

I got a d:13 lair on my hufi game and had found several scimitars by then (and 5* makhleb piety from a d:4 temple), plus a blowgun and attack wands and a splint mail. This is not too unusual.

You do not need "lucky" weapon drops for fighter. You just need to not get abnormally terrible items, or if you get terrible items you have to improvise and choose fights very carefully.

(By the way I definitely do not agree with minmay that trident is the only sensible starting weapon choice for fighter. It is the best one on the first few floors of the dungeon, but your options to upgrade are limited to either mediocre weapons or rare ones: halberds and glaives are not as good as scimitars/great swords imo, and dtrident/bardiche are rare. I might argue that falchion is actually the best fighter weapon ... it's certainly my favourite.)

Swamp Slogger

Posts: 176

Joined: Thursday, 13th September 2012, 22:59

Post Saturday, 13th October 2012, 01:09

Re: The Fighter Background

When you see a pack monster, dont move towards it, let it move towards you, possibly even moving back first. Bring them to a corridor that makes a L. in the corner you can choose to fight 2 at a time if a priest is in the lead 2, or else to fight 1 at a time. A buckler with 5 shield skill will block roughly a quarter of the attacks (in 1v1), while a shield will block roughly a third. I prefer to start with weapon skill on focus with shield on normal, but many players prefer just weapon skill (i find it better to get shield to 5 pretty quick). Then I put stop putting xp in shield and put it in armor, with weapon still on focus, where it will stay for a long time. On levelups I get strength so I can wear plate without penalties asap, but after 18 I generally go int since I like to cast charms eventually.

Until d3 or d4 I run a lot, and I also pickup most throwable things until I have a launcher and some ammo. Throwing crap helps, even throwing the starting ration can help in case of extra awful start.

With this setup, orc warriors on d5+ will usually get their asses kicked. Similarly, this setup kills frogs just fine, launch something while they come even with no skill, then slaughter. Just make sure to have an escape route available since a bad sequence of misses while the warrior hits means it`s retreat time.

On another note, wizards kill everything just fine in lair even with no found spellbook. Conjure flame is a really strong spell, as is everything else in that book (except slow for most players).

edit: if you want to try something, make an axe minotaur in trunk at http://crawl.dobrazupa.org/ , it's one of the easier starts right now, but it does give a good idea of how it should go.

Swamp Slogger

Posts: 163

Joined: Wednesday, 29th December 2010, 22:32

Post Saturday, 13th October 2012, 02:44

Re: The Fighter Background

All right, I did a run as a Hill Orc Fighter (mace) and logged my experience as I played. I know, I know, anecdotal evidence, small sample size, etc., but I think it illustrates my experience with the background pretty well. (Spoilered because it's quite long).

Spoiler: show
Find armor equal to my starting armor on floor 1. Upgrade both it and my weapon on floor 2 (+0/+1 flail;). I might as well have started naked with a shield. Get an extra use out of an ID scroll I read for my ring (sustenance; meh) and randomly ID Potion of Might. Lucky. Also use-ID Heal Wounds.

Go downstairs, accidentally wake up Crazy Yuif while autoexploring. No way I can take him; I run upstairs. Go down a different route. Turns out both of the other two up stairs on D3 are right next to each other, and there's a small orc pack led by a wizard. Goddammit. I pull one orc upstairs and kill it. I heal up, down the Potion of Might preemptively, and go back downstairs and kill everyone. Game might have been over right there if I hadn't gotten lucky and IDed it just before.

Explored D3 a bit and Yuif finds me. He's two tiles away. I have no option but to blast him with a wand I just found; it turns out to be Enslavement. I lure him upstairs and ditch him there. Go back down, explore a bit more, and it's Grinder. Fantastic. Flee up a different staircase, get chased around by Yuif some more, and go down somewhere else. I'm getting afraid to stay on D3, so I go down. Walk down a couple of hallways and hit a gnoll pack. I try to fight one with a halberd, but it's looking grim. I try Enslavement and he resists at least four times. I down my last Potion of Heal Wounds and book it back upstaris. Then I hit a player ghost. I can't run back upstairs or Yuif will kill me, and I can't run back downstairs or a gnoll might kill me, so I have to flee into the fog (basically the worst thing ever). Fortunately I find a downstair before I hit Grinder again. The rest of D3 is going to have to remain unexplored.

I find an altar to Makhleb very fast on D4, which is extremely lucky (I was shooting for him from the beginning). But right after that I open a door and see Eustachio. No beam wands, and upstairs is a hellhole, so I have to dive down. I try going back up to D4 from D5 somewhere else, but end up right next to Eustachio again. It's looking like I might have to skip fully half of D4.

D5 is a cavern level, but I don't see anything too scary. Then I find a Rod of Fire. God, I can't remember the last time I saw a rod even twice as late as this. Why do I have to get so lucky while I'm trying to make a point? Fresh wand of Enslavement...not what I really want, but I'll take it.

With my rod I feel bold enough to explore D4 a bit more. Weaken an ogre with the rod and finish him off in melee (though by this point maybe I can kill them anyway). With my rod empty and a bit of loot found, I head back downstairs, but I'm cut off by my old pal Halberd Gnoll. I fireball him once then go to finish him off...and he evokes an Amulet of Berserking. I hate you so much, HG. I run, and fortunately make it downstairs without dying.

Big, open D6, and I take a step to see two orc priests, two orcs, an orc warrior, a jelly, and a centaur Nope! Go down the other stairs and see a centaur of Fedhas shooting me through some bushes. Jerk. Running out of directions to explore. Centaur finds me and I elect to head downstairs. Unfortunately I hit a player ghost with a halberd (a DSGl who died ignobly to an Orc Warrior who threw a dagger into the back of his skull...who knew they could do 11 damage?). I soften him up with a Fireball and some javelins and see if I can take him with no good potions or wands (worst case scenario I flee upstairs and try to enslave the centaur). A giant eyeball comes into view. The giant eyeball stares at you. Suddenly you lose the ability to move! THE FUN NEVER STOPS. Go upstairs, enslave the centaur, tell him to wait, go down different stairs (all three are right here, so hopefully that doesn't happen again). I'm right by the stairs to the Ecumenical Temple (to think I wouldn't have even STARTED to earn piety yet on a normal run), so I book it down there to heal. Good thing, too, because the area around it is crawling with orc wizards. I test-ID Scroll of Teleportation now that I'm in a safe place for the first time in ages.

Aaaaand there's the ghost again before I kill even one wizard. Pull a wizard upstairs, enslave a jelly, kill the centaur and the wizard, tell the jelly to wait, run down the only remaining staircase. Adjacent to an orc warrior with a wizard in sight. Then another wizard and the ghost comes into view. Enslave the warrior, kill one wizard, pull the warrior upstairs, use him to kill a jelly. Then I try to blow up the warrior with my rod, but it doesn't do enough damage, and then a new centaur shows up! Enslave the centaur, kill the warrior. Now I'm at 7 health and running low on consumables. I can't go downstairs until I rest, but the centaur might kill me if I do. The charm doesn't last long enough. Back down, I guess. 21 health now, after drinking my second-to-last Potion of Curing to be safe. Ghost is back again, no safe direction to run. Don't have *** with Makhleb even with the early altar. Run into the fog, see a downstair, go down blind. It's mostly safe. I rest; full health for the first time in what feels like ages.

Okay, now things are kind of nice oh wait it's an orc priest, orc wizard, and Duvessa. I hate everyone forever. Thin them out with Rod of Fire then run for cover. Confused. Drink a potion. Confused. Drink last potion. Confused. Thankfully I shake it off just in time to read a Scroll of Teleportation. Heal up, explore a bit. Prince Ribbit. Thankfully this random wand I just found happens to be Cold. Come across a Gnoll Sergeant. Rod and Minor Destruction take him down to half, so I figure I'm fine. LOLNOPE. Have to blast him with my Wand of Cold, and I'm so low that I have to blow another charge on a lowly gnoll with a club, too. And another for the ogre which comes to investigate the noise.

I end up exploring the rest of the level and diving without going back to the twins. I find a potion shop...no haste or berserk, but I buy a Potion of Curing and a couple of Heal Wounds. I stumble into a hill giant and need to blow two Wand of Cold charges to kill it. Has to be running low now, which is scary. Open a door, and it's filled to the brim with orcs, orc warriors, and another giant. Looks like that's it for this half of the floor! It's an easy enough fight to run from with all the chaff, so just for laughs I try to kill an orc warrior in a hallway as I fall back. We're trading evenly at best. Sigh. I flee upstairs and come down in the other half of the level. I find the Lair. I'm amazed I made it this far with how awful everything has been constantly.

First Spiny Frog. I weaken it a bit with Minor Destruction and then melee it. I'm down to about 25% when it dies. Not a great sign. A water moccasin and a pack of green rats take me to like 15% after falling back to the closest thing to cover I can get. I can't help but laugh. I aggro a pack of Necrophages and a pack of War Hounds at the same time. Fortunately there's a corridor right there and they're actually no trouble at all. But a Spiny Frog shows up at close range just as I'm finishing off the last one. My health is still pretty much full thanks to Makhleb, so I go for it. It's looking like I'm going to die before it even gets to half health. Wand of Cold takes it down to low health. I try to zap again but it's dry. I drink my Heal Wounds potions but there's barely any gain in health. I don't have any Scrolls of Blinking and it's too late to kite with a Scroll of Teleport. Afraid to even spend the turn it would take to switch to my rod, I zap it with a Wand of Flame (I don't have anything stronger anymore). I don't make it.


Okay, so that admittedly worked out to be a pretty fun run, in a crazy intensity sort of way. But it's pretty obvious that I never had any kind of momentum. I had to use finite resources to accomplish pretty much anything at every stage of the game. By the time I (miraculously) reached the Lair, I wasn't strong enough to kill Spiny Frogs on my own. Could I have survived that one encounter if I had played my hand differently? Obviously; I could have used a Scroll of Teleport earlier and maybe lasted a handful more turns. But one way or another I was living on borrowed time. What was I supposed to do, call Greater Servants for every single one of the dozens of spiny frogs I was going to see? With no Scrolls of Blink ever found, that's a disaster waiting to happen. And that's before I even hit the hydras and the death yaks and the elephants.

I was never able to function against any level-appropriate enemy without consumables past, like, DL2 or something. Not once. A +0/+1 Orcish Flail doesn't cut it, and it's the best weapon I ever found apart from maybe a Trident of Protection that I didn't want to retrain my skills for. I couldn't even kill Orc Warriors on DL 10! Common-as-dirt Orc Warriors without any special high-end weapons to their names (as far as I know, anyway).

And honestly? That was one of the most successful Fighter runs I've ever had, I think.

So what, exactly, was I doing wrong for the entirety of that game?

For this message the author Sjohara has received thanks:
eyedrop

Swamp Slogger

Posts: 176

Joined: Thursday, 13th September 2012, 22:59

Post Saturday, 13th October 2012, 03:01

Re: The Fighter Background

So many words, put them in the advice forum with a morgue, you`ll get lots of good specific advice, we`re going off topic now.
User avatar

Eringya's Employee

Posts: 1783

Joined: Friday, 7th October 2011, 19:24

Location: Athens, Greece

Post Saturday, 13th October 2012, 08:09

Re: The Fighter Background

Sjohara, you're obviously doing something wrong if you're playing an orc of Makhleb and not taking advantage of the huge Invocations aptitude...
MuCK;
  Code:
612 | D:1      | Xom revived you
614 | D:1      | Xom revived you
614 | D:1      | Slain by a gnoll
User avatar

Dungeon Master

Posts: 4031

Joined: Thursday, 16th December 2010, 20:37

Location: France

Post Saturday, 13th October 2012, 08:17

Re: The Fighter Background

Sjohara wrote:And honestly? That was one of the most successful Fighter runs I've ever had, I think.

So what, exactly, was I doing wrong for the entirety of that game?

Obviously, the problem isn't that fighters are bad, but that you are bad at playing fighters. Take this discussion to the advice forum please.
<+Grunt> You dereference an invalid pointer! Ouch! That really hurt! The game dies...
PreviousNext

Return to Game Design Discussion

Who is online

Users browsing this forum: No registered users and 195 guests

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.