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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.
Dungeon Master
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mumra wrote:The discussion is getting slightly diverted onto AM here; I do have further ideas about how to change the background but I didn't feel like I had a complete proposal yet so I haven't written it up anywhere yet. These are actually ideas I was thinking about pre-tourament and they got slightly sidelined then and also by the misc. items stuff I've been looking at more recently. My general thinking is that right now Inner Flame would be one of the most fitting AM spells except that it's really awkward to use, necessitating Enslavement which thematically should be nowhere near the AM spellbook. "Arcane Marksman" suggests to me the idea of using magic alongside ranged combat to rain destruction down on the battlefield; what they have right now are largely tools to keep enemies at arms length so they can shoot them a bit more easily. (I'm not sure if I'm quite making my conceptual distinction clear enough there...) I think the current AM spellbook has an interesting theme but it has loads of overlap with Enchanters and we could just give them a ranged weapon option to create a similar effect; or call current AM something different (e.g. "Witcher") and tweak the spellbook a bit and it'd make a lot more sense. Basically the playstyle doesn't in my mind live up to how its name sounds.
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Tiber wrote:I think enchanters and AM are very different. One is more of a stabber with magic, the other uses hexes to debilitate foes and attack from afar. I would not support merging them. I agree that enslavement doesn't thematically fit with AM (though the inner flame -> enslavement combo is oh so fun), but I think overall the class works, and hexers are underrepresented as starting characters. Rename the class if you must, but I think that playstyle should be preserved.
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galehar wrote:So, spirit arrow is like magic dart except it uses the bow skill instead of the conjuration skill. Doesn't sound very interesting to me. And I don't see the issue with having to melee to save ammo. Conjurers do the same to save MP.
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mumra wrote: or call current AM something different (e.g. "Witcher")
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mumra wrote:"Arcane Marksman" suggests to me the idea of using magic alongside ranged combat to rain destruction down on the battlefield; what they have right now are largely tools to keep enemies at arms length so they can shoot them a bit more easily. (I'm not sure if I'm quite making my conceptual distinction clear enough there...) I think the current AM spellbook has an interesting theme but it has loads of overlap with Enchanters and we could just give them a ranged weapon option to create a similar effect; or call current AM something different (e.g. "Witcher") and tweak the spellbook a bit and it'd make a lot more sense. Basically the playstyle doesn't in my mind live up to how its name sounds.
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prozacelf wrote:I agree mumra. I think something that would make more sense for my idea of "Arcane Marksman" would be to give them the branding spells out of war chants along with the Spirit Ammo and Inner Flame and maybe one other thematically appropriate spell. As it stands they seem like ranged Enchanters without the stabbing. And since Skald is undergoing an overhaul anyway.....
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mumra wrote:Well, when I was testing AM I found I was often running very low on ammo even when using melee to conserve. This is a much bigger problem when choosing a weapon other than bows, since arrows quickly become plentiful once you start meeting centaurs, but for other ammo types it can take much longer to find a plentiful supply.
Also AM have to invest in an additional weapon skill than conjurers.
However, the point is noted that a spell purely to conserve ammo isn't very interesting and it would probably need something else; but I don't find Corona very interesting either.
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galehar wrote:Maybe just increase starting ammo, although you have to be careful to not step on hunter's too. There needs to be a reason to choose hunter over AM.
Yeah, sure, corona isn't the most interesting spell. It does fit well with AM early playstyle though.
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mumra wrote:prozacelf wrote:I agree mumra. I think something that would make more sense for my idea of "Arcane Marksman" would be to give them the branding spells out of war chants along with the Spirit Ammo and Inner Flame and maybe one other thematically appropriate spell. As it stands they seem like ranged Enchanters without the stabbing. And since Skald is undergoing an overhaul anyway.....
I'm not so sure about the brand spells, at least as they currently are - they'd be boring here for the same reasons as they will hopefully soon be removed from Skalds. Considering how interesting the newly designed starting books are looking (Skald/Conjurer) I think more can be done. Maybe some souped-up brand spells with effects that can't be obtained any other way and aren't Vorpalisable could be worth thinking about. But yes, this is still much more what an AM sounds like it should be.
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crate wrote:so .... what's wrong with AM? Leda is really silly because it works in a dumb way and ends up super OP because of it
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mumra wrote:I think an easier claim to make is "ranged combat is underrepresented".
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