Monday, 31st October 2011, 15:23 by cjo
I downloaded Trunk so I could try the new transmuters. Let me mention that I was a bit surprised to find out that one goal of the change was to encourage more emphasis on the forms - all my transmuters always emphasized forms! My favorite thing was getting enough ranks of poison and ice to spend the vast majority of my time shifted. (I would actually rather give up blade hands than ice form, if forced to pick, because ice form lasts so much longer and I would just roam around in it.) So I was enthused about the change - I loved fulsome distillation and evaporate, but I agreed with the goal of emphasizing forms. I also agree that FD/E was a little overpowered.
Here's my impressions:
* Beastly appendage is a nice little level 1 spell that gets transmuters off to a good start on DL1. It does seem to go obsolete fairly quickly, but I don't mind that.
* Without the raw power of fulsome distillation / evaporate, the "sticks to snakes" spell becomes much more important. That's not all bad, since it's a decent spell. However, although I liked this spell in the past, once forced to rely on it more, I started to find it really fussy and fiddly. All that wielding and unwielding really started to grate.
* Transmuters used to use space very differently that other melee classes. They were one of the few fighter types that had a powerful incentive to fight in the open. At a minimum, you needed enough space to cast evaporate and not hit yourself (unless you were a naga). But you also benefitted from being able to skirt the cloud and hit enemies while they were still confused. Without evaporate, a transmuter wants to be in a corridor every time just like every other fighter. I really miss the difference.
* Transmuters used to have a "mad scientist" flavor about them. With the loss of FD/E, they primarily transmute their own bodies. The exception is "sticks to snakes," but that's only one spell. I now feel much more like a shapeshifter than like a transmuter. I would really like a way to effect the environment more.
My suggestions:
* Make "sticks to snakes" prompt you to select from inventory the way evaporate currently does. This is a buff because it makes the spell castable while shifted, and castable with less turns while not shifted. But since transmuters just got rather sharply nerfed, I don't think this modest buff would be too much, and it would be a HUGE convenience. There's no reason why this won't work, conceptually. Just envision the spell as merely requiring you to touch the stick in question. Even a spider can manage that.
* Give transmuters some spell which affects the environment, preferably one which can be cast in combat. Not stoneskin or condensation shield, these are really just more ways to change your own body. Something like petrify, passwall, or Leda's liquefaction. Or perhaps a new spell:
Proposed spell: Diffusion
This spell takes a portion of solid material on the ground and converts it to a diffuse form in the air. The effect is variable depending upon the material targeted. (Not a great description, but I can try to improve it later...)
Targets the ground, requires LOS
Effect is a 3x3 square
If the ground is stone or rock, you get the message "The air is filled with choking dust." It has a slowing effect on all mosters that need to breathe.
If you target a plant, you get the message "The air is filled with splinters of {plant}" and the result does damage in a 3x3 square.
If you target water, you get a steam cloud.
If you target grass, you get mud.
If you target ice, you get a freezing cloud (sounds great, but how often do you find ice outside an ice cave, where everything is cold resistant?)
If you target lava, you get clouds of flame.
This would add back the sense of shaping something besides yourself.
- For this message the author cjo has received thanks: 3
- dpeg, evktalo, joellercoaster