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dcss:brainstorm:item:magical:potion_acquirement [2011-12-22 19:56] XuaXua |
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The emphasis of this proposal is pretty heavily on potions of cure mutation. The reasoning behind this is simple: I think it presents an interesting strategic choice to the player - do they blow a scroll of acquirement in hopes of getting a potion of cure mutation, given that there's often a fairly good chance of finding one on the next level? At lower levels of malmutation, the acquirement has a decent chance not to give that cure mut. At higher levels, one cure mut's probably not going to cut it. Either way, I think it's interesting while not being particularly scummable or game-breaking, though obviously it would need to be tweaked. | The emphasis of this proposal is pretty heavily on potions of cure mutation. The reasoning behind this is simple: I think it presents an interesting strategic choice to the player - do they blow a scroll of acquirement in hopes of getting a potion of cure mutation, given that there's often a fairly good chance of finding one on the next level? At lower levels of malmutation, the acquirement has a decent chance not to give that cure mut. At higher levels, one cure mut's probably not going to cut it. Either way, I think it's interesting while not being particularly scummable or game-breaking, though obviously it would need to be tweaked. | ||
- | > Seems kind of narrow in focus. Do we want a whole acquirement category that revolves around getting a few extra cure mutation potions? It would degrade the utility of Zin and Jiyva, and cheapen mutation removal in general so there's less reason to play with a mutation set that is only marginally bad rather than making it go away. In exchange, we get another super-simple acquirement to go with food that is 100% likely to get something mundane and useful, never something special. I'm not actually sure, based on the numbers, whether this would be the new always-acquire category like armour or whether this would be another only-acquire-in-emergencies category like food, but neither case would be ideal. -- //[[user:KoboldLord]] 2011-11-07 05:59// | + | > Seems kind of narrow in focus. Do we want a whole acquirement category that revolves around getting a few extra cure mutation potions? It would degrade the utility of Zin and Jiyva, and cheapen mutation removal in general so there's less reason to play with a mutation set that is only marginally bad rather than making it go away. In exchange, we get another super-simple acquirement to go with food that is 100% likely to get something mundane and useful, never something special. I'm not actually sure, based on the numbers, whether this would be the new always-acquire category like armour or whether this would be another only-acquire-in-emergencies category like food, but neither case would be ideal. -- //[[user:koboldlord]] 2011-11-07 05:59// |
>>Well when you compare to other acquirements, it's not really all that narrow. Food acq -> just food. Weapon acq -> just a weapon. Wand -> wand of healing/hasting. As for jiyva/zin, you could make the same argument (and it'd be stronger for these!) for food (jiyva/zin), weapon (trog/oka), armour (oka), jewelry(xom), books (sif). Duplication of effects is everywhere in crawl, the more the better imo. And jiyva needs to be changed regardless, it's //already// a trivialized god for the most part. --- //[[user:greepish]] 2011-12-06 10:40// | >>Well when you compare to other acquirements, it's not really all that narrow. Food acq -> just food. Weapon acq -> just a weapon. Wand -> wand of healing/hasting. As for jiyva/zin, you could make the same argument (and it'd be stronger for these!) for food (jiyva/zin), weapon (trog/oka), armour (oka), jewelry(xom), books (sif). Duplication of effects is everywhere in crawl, the more the better imo. And jiyva needs to be changed regardless, it's //already// a trivialized god for the most part. --- //[[user:greepish]] 2011-12-06 10:40// |