Swamp Slogger
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Remove steel ammunition
This will be slight throwing/xbows nerf, but just a very slight and thus doesn't require any balancing actions.
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Swamp Slogger
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Spider Stomper
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bcadren wrote:If you don't want to use it; you don't have to carry it...
Vestibule Violator
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bcadren wrote:
- It's rarer and you need to use an extra inventory slot to carry it. These things balance it.
- Damage x1.3 isn't exactly slight. It's on tier with Flaming/Freezing.
- If you don't want to use it; you don't have to carry it...
[I don't support this change.]
Barkeep
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Tartarus Sorceror
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archaeo wrote:Lasty has been theoretically working on ranged reform for awhile now, and it sure sounds like he'd remove branded ammo.
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Swamp Slogger
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Ziggurat Zagger
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hannobal wrote:Possibly also remove flame&frost, because launchers can do that trick.
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Dungeon Master
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Rast wrote: it would be great if we could get a stable version of crawl where ranged is still as effective as it's traditionally been, but without the ease-of-use problems it's traditionally had:
- having to pick up ammo after firing for reuse
- worse yet, having to carefully avoid losing ammo to water/lava/plants
- inventory filling up with stacks of branded ammo that are only marginally better than unbranded, especially once the launcher is branded.
- autofight being terrible at aiming shots
Barkeep
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Dungeon Master
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Tomb Titivator
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hannobal wrote:slowing, confusing and paralyzing) could be combined to "bufotoxin needle" that will randomly produce one the effects (if effective).
Barkeep
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Tomb Titivator
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Barkeep
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Barkeep
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Dungeon Master
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Ziggurat Zagger
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Lasty wrote:* MP is a good implementation of limited use -- it refreshes between fights and runs out during fights; it's a tactical resource. Ammo you either have a functionally-infinite supply of or have to guard jealously, because it depletes as a strategic resource.
* Many of them have differing ranges and targeting patterns, making positioning matter to a larger extent.
* Many of them work differently against different targets, causing the player to have to consider when it's best to use them.
Abyss Ambulator
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Barkeep
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Barkeep
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duvessa wrote:MP is too plentiful to be a serious tactical resource the way HP is.
Crypt Cleanser
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Tomb Titivator
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Crypt Cleanser
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ydeve wrote:Being able to shatter an an entire room feels wonderful, but it takes an insane amount of experience and only happens endgame. (You're talking about Hell/Vault5/Pan here). In contrast, launchers need training in only one skill (and don't have lvl9 spell skill requirements), so they get to high power much earlier. No one is concerned about launchers being cheap in extended; everything's cheap in extended. We're talking about early to mid game.
Tomb Titivator
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Lasty wrote:The condensed version (currently available from learndb as "ranged_reform") is:
Part of giving launchers their own equipment slot is removing most artefact properties from ranged randarts to limit power creep. The goal is to make ranged relatively painless to use and then balance the damage around the idea that most characters will have a launcher equipped. Ranged skill will be something that's useful but not required for all characters, much as Evocations and defensive skills are now. It will still be optimal to use ranged combat to soften up approaching melee-only monsters even if unskilled, but just as now probably most people won't bother. Ammo will be an actually-somewhat-scarce resource for characters who don't worship gifting gods.
Tartarus Sorceror
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HardboiledGargoyle wrote:Melee dudes would use ranged in most encounters, with skill + missiles/launcher determining whether ranged is your primary attack or just something strictly optimal that you do while waiting for monsters to come to you.
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Tartarus Sorceror
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Swamp Slogger
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