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#1 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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Healing is too easily come by in the early game
!Cure Light Wounds
- These potions are found in abundance, and they heal quite a lot (20 hp) for the early game -> Making the early game way too easy. Since CLW is only used in the early game it has basically increased from 15 -> 20 hp, which is a big increase... - Suggestion: decrease the frequency and potency of the early healing potions. The healing part of the early potions used to be: !CLW (15% | 15 hp), currently: 20 !CSW (20% | 25 hp), currently: 40 !CCW (25% | 30 hp), currently: 60 Suggestions: Change healing power from -> to -> (and since random is more fun): !CLW 20 -> 15 -> 6d4 !CSW 40 -> 30 -> 10d5 !CCW 60 -> 60 -> 15d7 Change allocation from -> to !CLW A:100:1 to 15 => A:80:1 to 15 M:100:2d3 => M:90:2d3 !CSW A:100:4 to 40 => A:80:4 to 40 M:85:2d3 => M:80:2d3 !CCW A:100:12 to 100 => A:80:12 to 100 M:75:2d3 => M:70:2d3 |
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#2 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I have noticed that since C*W potions started showing up in stacks, I've had to make many fewer trips to the alchemist to restock. Typically I only need to buy more if I got into a fight I really shouldn't have which drained my supply; incidental use to cure status ailments or deal with minor surprises is easily replenished by the dungeon. Which, IMO, is good.
As for healing amount, I'm not a huge fan of random heals and don't have a good feel for how much healing is too much. I don't use CLW much at all since it's so quickly eclipsed by CSW. |
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#3 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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I prefer random in most situations :-) YMMV.
My main point is with CLW; yes soon eclipsed, but you are just about immortal the first dlvls because you have so much healing power. Realised this since I've just played a few games where I've had to restart because of bugs ;-) I prefer a game where you occasionally run out of supplies, again YMMV. But notice that my suggested nerfs for allocations are quite small... |
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#4 | |
Angband Devteam member
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Quote:
Perhaps they are a bit too common though - that can certainly be tweaked easily. |
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#5 | |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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Quote:
In the range of about 30 - 60 max hp, then it matters. You can go into fights over your head and just quaff your way through. After 60 or so max hp it will start to matter less since better potions come along, and you will be needing better healing as well... I had a recent start where it was only when I became surrounded on 4 sides and needed to quaff a potion every second turn that I lost the race. I had 20 !CLW when I started that fight, and that was after buying 3 at the store, walking through 4 dlvls, and using them liberally on the way. I agree that the allocation is the bigger problem. An allocation of 100 and 100% chance of a 2d3 pile equals an allocation of 400. My nerf (80 & 90% chance of 2d3 pile) would bring that to equal an allocation of 288. This is quite a conservative nerf compared to how overabundant they are... I also remember the other potions being quite abundant, so I see no problem nerfing their allocation a bit as well, though I admit my tweaks were mostly easthetical ;-) |
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#6 |
Adept
Join Date: Dec 2009
Posts: 172
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Considering all of those are sold at the store, i don't think allocation matters for those. It just moves the point where you have enough money to fully restock, and where you don't. It would have less impact then nosell.
I don't support nerfing the !CSW and !CCW. They are very much needed for low con characters. And being basically immortal for up to 99 Turns ( with 99 Potions ) is just a long death. An Ironman player might think differently.
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#7 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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I've floated the idea before of having potions of curing and healing be separate. So C*W potions would cure HP but not status ailments. You would need separate potions for that.
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#8 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Lots of good ideas here, I hope at least some of them garner serious consideration. Charging a few more GP for CLW/CSW wouldn't hurt anything either.
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#9 |
Swordsman
Join Date: Apr 2011
Location: Göteborg, Sweden
Posts: 348
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What about adding a couple of mushrooms that are actually useful? Similar to the three !C*W, but without healing hp.
But hold of on removing them from CCW until the balance is right throughout the game... |
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#10 |
Swordsman
Join Date: Jan 2011
Location: Sarf Laaaahdon
Posts: 323
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Related: why are Mushrooms of Vigor (sic) most common in the first ten levels, and rare as rocking horse shit beyond that?
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