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CJNyfalt
May 18, 2007, 17:00
I don't play warriors because I find them boring, especially compared to games like Diablo and WoW. I also dislike the need for warriors to carry a big pile of devices around.
I feel that something needs to be done, but I'm not sure about what.
Andrew Doull have some ideas on his blog. What about the rest of you?

Thinking some more, I came up with these suggestions:
- Stances, like WoW and ToME.
- Add dual wield and two-handed wield.
- Make shields play a bigger role in melee, and make them affect some other class skills (like rogue skills and casting) negatively.
- Add some kind of warrior techniques and add a energy pool fuels them.
- Give warriors a chance to stun monsters on melee hits with a heavy weapon.

andrewdoull
May 18, 2007, 17:16
I don't play warriors because I find them boring, especially compared to games like Diablo and WoW. I also dislike the need for warriors to carry a big pile of devices around.
I feel that something needs to be done, but I'm not sure about what.
Andrew Doull have some ideas on his blog. What about the rest of you?

Thinking some more, I came up with these suggestions:
- Stances, like WoW and ToME.
- Add dual wield and two-handed wield.
- Make shields play a bigger role in melee, and make them affect some other class skills (like rogue skills and casting) negatively.
- Add some kind of warrior techniques and add a energy pool fuels them.
- Give warriors a chance to stun monsters on melee hits with a heavy weapon.

Howabout this (http://roguelikedeveloper.blogspot.com/2007/01/warriors-or-things-that-go-bump-in.html), this (http://roguelikedeveloper.blogspot.com/2007/01/warriors-or-things-that-go-bump-in_12.html) and this (http://roguelikedeveloper.blogspot.com/2007/05/warriors-or-things-that-go-bump-in.html)?

[EDIT] Just realised you've mentioned my blog above. For those who haven't, I've included some links to the articles discussing how to improve warriors that I wrote about elsewhere.

Andrew

zasvid
May 18, 2007, 21:55
- Add some kind of warrior techniques and add a energy pool fuels them.


This could be a bad thing if done wrong. Warriors appeal to some players (for example me) with being 'simple' to play. Magefying them with activated techniques would desimplicize them too much. Warriors would be best enhanced with autoactivated or passive abilities dependent of their tactical situation, so you would get more variety using simple means.

Otherwise, all very sound proposals here.

Leon Marrick
May 19, 2007, 13:47
I don't play warriors because I find them boring, especially compared to games like Diablo and WoW. I also dislike the need for warriors to carry a big pile of devices around.
I feel that something needs to be done, but I'm not sure about what.
Andrew Doull have some ideas on his blog. What about the rest of you?

Thinking some more, I came up with these suggestions:
- Stances, like WoW and ToME.
- Add some kind of warrior techniques and add a energy pool fuels them.Of all variants I know of, the Japanese-inspired ones (Hengband, Entroband, Animeband) have done the most interesting things along these lines, adding both stances and combat techniques in abundance. Books of combat, special commands, automatic actions, riding, new weapon characteristics - these variants have them all.

Big Al
May 19, 2007, 19:10
Someone a while ago had the idea of giving warriors a 'sense of hearing' ability, a kind of limited ESP where monsters within a certain area around the player (but not in the LOS of the player) would show up as *'s or some other arbitrary character. This tells the user that there is a monster there, but not what kind it is. You'd be able to glean some information from this about the type of creature, based on how fast/erratically it moves. It would help early warriors without any detection. I dunno; this might be more appropriate for a variant than for vanilla.

CJNyfalt
May 19, 2007, 19:31
Someone a while ago had the idea of giving warriors a 'sense of hearing' ability, a kind of limited ESP where monsters within a certain area around the player (but not in the LOS of the player) would show up as *'s or some other arbitrary character. This tells the user that there is a monster there, but not what kind it is. You'd be able to glean some information from this about the type of creature, based on how fast/erratically it moves. It would help early warriors without any detection. I dunno; this might be more appropriate for a variant than for vanilla.

Hmm, maybe having heard monsters only show up as a greyed out symbol that only show the general type?
Speaking of reducing the need for detecting, I have always wanted to remove trap doors from the game. I can handle the rest of the traps, but I dislike strongly to being forced off the level.

pav
May 19, 2007, 19:40
Some variants changed trap doors to give prompt when character have feather falling.

Nightmarjoo
May 20, 2007, 21:47
I don't think warriors are boring. You get to hack away at things lol. There's the challenge of not having spells of any type, a need to use what's in the dungeon instead of having it given freely with magic. Also, warriors get to carry less than other classes, the magical classes have a bunch of books to carry around, the first 4 being easily burnt up. A warrior's equipment can be more diverse, so like maybe carrying 50 scrolls of satisfy hunger instead of the one book. An ancient red dragon breathes you'll lose some scrolls but if a mage loses his third spell book, even if he carries copies he might end up fucked. Adding stuff to the warrior takes away its uniqueness. There are advantages and disadvantages to every class, if you don't like the warrior then play something else lol.