Remove Halflings


If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.

Slime Squisher

Posts: 395

Joined: Wednesday, 6th July 2016, 02:40

Post Wednesday, 18th January 2017, 05:40

Remove Halflings

plz
http://crawl.akrasiac.org/scoring/players/papilio.html

Done 15-rune wins with all playable species, backgrounds, gods!

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Shoals Surfer

Posts: 273

Joined: Monday, 23rd November 2015, 23:18

Post Wednesday, 18th January 2017, 11:05

Re: Remove Halflings

Elaborate.
duvessa wrote:teleportitis is annoying but i dont think you could ever convince me it is dangerous, let alone crippling


duvessa wrote:DCSS Go: jump down the nearest manhole and fully explore the sewers before you go back out

Spider Stomper

Posts: 224

Joined: Monday, 19th November 2012, 04:56

Post Wednesday, 18th January 2017, 13:19

Re: Remove Halflings

probably something to do with hate crimes and the origin of golf
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Tartarus Sorceror

Posts: 1693

Joined: Saturday, 18th June 2016, 13:57

Post Wednesday, 18th January 2017, 13:35

Re: Remove Halflings

I had forgotten about that golf thing. Please add the unrandart "Golf Club", which, when it kills an enemy, uses the head of the enemy as a projectile thrown in the same direction as the hit that killed it.

BTW, is a circle of people who regularly meet to play golf also a golf club?
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Shoals Surfer

Posts: 268

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Post Wednesday, 18th January 2017, 18:24

Re: Remove Halflings

Shtopit wrote:I had forgotten about that golf thing. Please add the unrandart "Golf Club", which, when it kills an enemy, uses the head of the enemy as a projectile thrown in the same direction as the hit that killed it.

BTW, is a circle of people who regularly meet to play golf also a golf club?


Pretty sure it's a country club?
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Abyss Ambulator

Posts: 1194

Joined: Friday, 18th April 2014, 01:41

Post Wednesday, 18th January 2017, 19:47

Re: Remove Halflings

Halflings were a relatively uninteresting species in terms of gameplay, feeling somewhat like Kobold but with weapon specialization like Merfolk.Their theme originates from Tolkien, a source of lore that crawl is trying to borrow less from these days. Their gorgeous hairy feet not withstanding, this particular Tolkien reference wasn't particularly interesting.
remove food
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Shoals Surfer

Posts: 273

Joined: Monday, 23rd November 2015, 23:18

Post Wednesday, 18th January 2017, 22:33

Re: Remove Halflings

tabstorm wrote:Halflings were a relatively uninteresting species in terms of gameplay, feeling somewhat like Kobold but with weapon specialization like Merfolk.Their theme originates from Tolkien, a source of lore that crawl is trying to borrow less from these days. Their gorgeous hairy feet not withstanding, this particular Tolkien reference wasn't particularly interesting.

There is no fucking way their delicious hair covered toes are less interesting than HE's wonderful golden locks.
duvessa wrote:teleportitis is annoying but i dont think you could ever convince me it is dangerous, let alone crippling


duvessa wrote:DCSS Go: jump down the nearest manhole and fully explore the sewers before you go back out
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Halls Hopper

Posts: 80

Joined: Sunday, 8th January 2017, 05:05

Post Thursday, 19th January 2017, 04:15

Re: Remove Halflings

remove Mahkleb, we need less cheese
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Halls Hopper

Posts: 80

Joined: Tuesday, 3rd January 2017, 21:47

Post Thursday, 19th January 2017, 16:29

Re: Remove Halflings

Elitist wrote:Elaborate.


They don't have anything except a boring innate mutation and a very big apt on a useless weapon that's about to get removed if the 0.20 ranged "reform" a.k.a removal is to be taken seriously. It's just a Kobold with a better LB/Axe apt in exchange for having unintuitive apt tweaks on the upper half of the spell skill tree.

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Slime Squisher

Posts: 395

Joined: Monday, 28th April 2014, 19:50

Post Thursday, 19th January 2017, 19:52

Re: Remove Halflings

Halflings' "thing" is being a small race with good defensive apts, which combined with the EV bonus they get from being small makes them pretty tanky.

It's not very interesting though. If the game desperately needs a small, tanky race, it would probably better to have one with some kind of unique racial gimmick/feature that aids their durability instead of just "good numbers".

Tartarus Sorceror

Posts: 1822

Joined: Thursday, 31st May 2012, 15:45

Post Friday, 20th January 2017, 02:52

Re: Remove Halflings

ONIchinchin wrote: useless weapon that's about to get removed if the 0.20 ranged "reform" a.k.a removal is to be taken seriously.

Whoa, what's this about getting rid of slings? I love slings!
Won (52). Remaining (15): 5 species: Ba, Fe, Mu, Na, Op; 5 Backgrounds: AM, Wr, Su, AE, Ar; 5 gods: Jiyv, newNem, WJC, newSif, newFedh

Shoals Surfer

Posts: 325

Joined: Tuesday, 13th October 2015, 06:02

Post Sunday, 22nd January 2017, 05:52

Re: Remove Halflings

Halfing fighter is actually really potent.
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Halls Hopper

Posts: 80

Joined: Sunday, 8th January 2017, 05:05

Post Sunday, 22nd January 2017, 17:23

Re: Remove Halflings

Halflings are getting removed? rip crawl
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Spider Stomper

Posts: 217

Joined: Thursday, 2nd June 2016, 00:52

Post Wednesday, 25th January 2017, 01:10

Re: Remove Halflings

Halflings actually are fun, as opposed to high elves which are just worse humans
I'm with tasonir on this one.

Spider Stomper

Posts: 241

Joined: Saturday, 29th October 2016, 17:41

Post Friday, 27th January 2017, 22:53

Re: Remove Halflings

TrumpTrain wrote:remove Mahkleb, we need less cheese


Merge mahkleb and qazlal. Qaz blasts are better and more interesting and the cost of the mahk healing can be the noise and that its hard to rest. Course qaz is actually pretty strong already if you use disaster area right, but it also takes really high invo skill so.....

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