Saturday, 26th March 2016, 03:51 by HardboiledGargoyle
Burning trees is pretty cool and this can be made even clearer by detailing ways of destroying trees in their description and by making entry vaults such as:
an insane lightning spire or fire giant
surrounded by a ring of deep water
surrounded by a ring of humans
surrounded by trees
surrounded by translucent stone walls,
but that's beside my original point, which is: remove the distinction between targetting walls and trees. I agree with Wahaha's comment, but (Xion) the fact that you can target trees directly with the center of fireball/ignition is not something that you can figure out, ever, unless someone tells you, your fingers slip, or something like that. There's just no reason to ever expect it to work. It's like the Vampiric Draining and Freeze bug that gave you full-LOS smite-targeting if you pressed "!" while targetting. What I'm talking about is very strange and very unimportant and very uninteresting - a bad combination. And you wish for it to stay in the game?? Imagine if trees had some other invisible property, say, if missiles could actually travel straight through mangroves, like into fog (though shooting through fog is not in a good place right now); or, imagine if monsters vulnerable to an element could recieve damage from standing adjacent to clouds of that element. The game sets up expectations for how monsters and clouds interact, then inexplicably breaks them! There's no obsession here, but it's worthy of commits, so why not discussion. Anyway, for trees to be targettable with fireball, and for this information to be non-spoilery per crate's definition, either walls have to be targettable with fireball (which is especially bad with ignition since it could proc once more) or trees have to gain noticeable characteristics of monsters: a health bar, a monster's description in xv, "the tree resists", etc.