Vestibule Violator
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Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Vestibule Violator
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Vestibule Violator
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danr wrote:It is still useful for conjurers. You just blast away with your regular spell until the baddie gets close, then you cover them with flames and blink away to let them burn.
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minmay wrote:How is that a problem? Not every spell needs to be useful for every character. Unarmed combat characters have little use for Freezing Aura, yet nobody complains about that.
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MrMisterMonkey wrote:koboldlord, It has plenty of synergy with conj/melee hybrids like MDFE, at least.
danr, range 2 wouldn't help the kiting issue any more than leaving it at full range; range 1 still leaves it a bit kitey, sure, but it exposes players to a turn in melee range and then non-fast/swift players to potential double moves.
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MrMisterMonkey wrote:koboldlord, It has plenty of synergy with conj/melee hybrids like MDFE, at least.
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szanth wrote:Except, it's boring according to you. It's not boring for me. So again, why should your opinion of the tactic have any relevance on how I use it?
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MrMisterMonkey wrote:KoboldLord, Conj/Melee is quite fine; FE, at least, has bolt of fire for powerful ranged penetration, conjure flame for extra damage to things sitting in them, sticky flame for extra damage to things on which it sits, and melee for conserving MP/food or working MP back up if worshiping Veh/Makh. Really, reaver-style hybrids are usually better than pure conjurers, and provides far more variety than Xbows.
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Temple Termagant
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minmay wrote:How is that a problem? Not every spell needs to be useful for every character. Unarmed combat characters have little use for Freezing Aura, yet nobody complains about that.
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Vestibule Violator
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vladimirdx wrote:I was disappointed by the Sticky Flame nerf -- only because I relied on it. I think the nerf was a good call. There are/were a few good things about the spell:
-it introduced some diversity into fire conjuration. It's a refreshing break from flame tongue, throw flame, bolt of fire, bolt of magma, fireball, delayed fireball, fire storm. It would usually be the first damage spell I found that wasn't just a nuke.
-uh... that's about it.
and some bad:
-it duplicates the functionality of Poison Magic, and can be used against rPois enemies, making Poison Magic less exclusive/desirable.
-the new form actually encourages kiting even more -- set enemy aflame, blink away. Whereas, before, I set enemies on fire, and killed them before they got to me.
I do like the idea of the spell for a Reaver-type background, though, in which case proposals about the spell only working if you're right next to the monster to prevent kiting make more sense -- you're a melee character.
Reavers, if reworked into elementalist-fighter hybrids, could be more interesting than they are now -- elemental schools are more than just nuke spells. Sticky Flame could be worked into a straight Fire spell.
Lastly, I've also heard about transmuters being reworked into a sort of UAC/magic hybrid. Sticky Flame could also be changed into a Fire/Tmut spell, where a 'you can't move away or it stops doing damage over time' spell might be interesting.
One final idea: you could make poisoning + ignite poison function like sticky flame. This would make ignite poison more useful, as it isn't considered so, currently, but also remove its ability to remove poison from the user's system. (does anyone ever use it for that? when there are cure poison and resist poison?) And, doing damage-over-time would still be restricted to those who have the ability to poison.
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