Mines Malingerer
Posts: 39
Joined: Monday, 26th September 2016, 05:28
About the reaction to direction of trunk dev of Koreans user
Though I am a newb to this game, I have gathered many information and thoughts about DCSS from the Korean roguelike community with many people, DCinside Roguelike Gallery(DCSS Stonesoup is the most-played game with Pixel Dungeon here, it works as a board type online community). I want to share the view of them and mine, and know what you guys think about.
1) Special Traits of Weapon
The widely agreed notion of the melee combat here is that axes and unarmed combat is a lot better than others. Damage per turn dealt of unarmed combat is too high(although they can't get stats from artifact weapon), and the cleaving attack of the axes surpass any other advantages gained from other weapon type.
Well, polearms have more tactical usages to maces/long blades/staves, but how about those three? Counterattack after an evasion is worse than cleaves, because it depends on chance more and enforce player to wear less-encumbering armour, which restricts play styles. Maces have highest base damage within weapons, but too slight. Actually, if you want higher base damage unarmed combat will give you visible increase. Even transmutation skills are designed to be with unarmed combat(Especially Statue Form). Staves can be used to early game without invest exp because it has quite fine attack speed and accuracy, but still do not have any merits to wiled at later game.
People want to use more variety of weapons, without interrupting the balance too much.
(my opinion) How about make maces much less effected by AC, and staves chance to parry and disarm?
2) Statue Form
Obviously, statue form is the most commonly used form in Korean server. Because statue form gives you stability and damage both at a time. It has rather lower level than dragon form and hydra form, so it is much easy to stabilize, but surpass the utility of them. As you know, transmutations will mold your armors in your body, so after the spell cast, character will sometimes get vulnerable to many elemental damages.
Surely, higher transmutation spell offers you some resistances, but Necromutatin and Statue form are a lot more efficient.
Statue form(Lv6): rElec, rPoison, rTorment(50%), rN+, rRot
Hydra form(Lv6): None
Dragon Form(Lv7): rF++, rPoison
Necromutation(Lv8): rN+++, rC+, Immune to Torment, MR+
As you see, statue form and necromutation offer more resistances and they confer resistance or immunity to torment, the most threat of the later game. Because necromutation needs a lot of experience and has a quite difficult exchange(become weak to holy damage and dispel undead, can't quaff), most player in Korean server invest in transmutation only to transform into hard white rock, and many players think this gives too restrictive game play experience. Can we buff other forms a little, so that transmuters can change their form dynamically adapting to the conditions?
Well, people have more opinions about the game, but these two are the mostly discussed topics. if you have any suggestion, please comment.
Feel free to point out false English or incomprehensible sentences, thanks.
http://crawl.akrasiac.org/scoring/players/kimnosuk.html