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#51 |
Scout
Join Date: Jul 2019
Posts: 40
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The nerf can be easily universal if monsters that save once save against all attempts against them thereafter.
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Clearing levels one spell at a time. ![]() |
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#52 |
Scout
Join Date: Jul 2018
Location: Angband
Posts: 35
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I just thought of a funny nerf to Banishment.
All banished monsters get sent to a preserved floor called Floor X. If a monster sends you far far away... You get sent to Floor X! ![]() |
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#53 |
Scout
Join Date: Nov 2013
Posts: 25
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Sounds like this topic has already settled, but I had a few thoughts I thought I'd toss in for posterity.
Create Doors: My inclination is to touch this the least, as I've always felt it's one of the coolest, most dynamic features in the game. New players think "what's the freakin point of this strange spell?!?". But, over time they come to realize the power of LoS controls! Super cool! Mild nerf idea: limit the number of created doors that can exist to 8. Old ones get deleted as needed when new doors are created (in order of creation). Description text: "Summons up to eight magical doors around the player. A total of eight doors may exist at one time." New stuff created by this:
The Banishments: Banishments are kind of out-of-game. Sit somewhere safe and type on your keyboard: out in the darkness, enemies are getting deleted. You aren't really interacting with the game - it's all remote play, so to speak, as if you are a drone operating a factory from a remote control center idly sipping your coffee. So, perhaps make the two banishments more dynamic, risky, and pump up the "engage with the level" aspect more. Make these spells more focused and action packed! The ideas below are also intended to not be easily solvable by just resting or bringing more X with me to the dungeon (ie, they don't just make things cost more, or cost X for which I need to carry restore-X's to bypass). The current HP penalties can persist. Banishment: Make Banishment a targeted attack spell (ie, it is cast at range on an enemy in line of sight, unifying it's operation to e.g. tele-other). Description text: "When cast at an enemy, all non-unique enemies of that type will be banished from the level." Want to banish all L's on a floor? You need to put the work in to find one and safely get in LoS so you can target it to banish it and its brethren! Mass Banishment: Make this chewier, more varied, and more room-based by switching this to being targeted, and effecting all the enemies that can see your target: you are turning your target into a big ol' arcane flashbang grenade of banishment. Description text: "When cast at an enemy, the targeted enemy, and every enemy that can see it, will be banished from the level." For both Banishment and Mass Banishment, an elaboration to make it spicier would be to do a LoS check on enemies that can see those who are banished, but not the "target" enemy: these enemies could be woken up/aggro'd etc. Dimension Door: I had an idea I like here, but it's a bit of a problematic one-off, with UX problems. I'll note it nonetheless: Idea: The spell is two parter: first cast places a destination door/"magical destination beacon". Second cast lets you then teleport to that placed destination. You can see the problem: would need a prompt-on-cast when a destination has been placed, so the player can specify if they want to 1) teleport to the beacon/placed destination or 2) move the destination to where they are currently standing. Further, you might want a preview-peek at where your destination beacon is, in case you forgot. Another UI hurdle. And, how would your placed beacon be depicted in the level? It can't be blocking, so enemies can stand on it. Etc etc I like this in general because it taps into that fun "gotta set my stuff up in perpetration for a big fight I am planning" part of Angband. But the UX issue makes it a bit clunky (what do y'all think?). Another quick idea that came to mind (that is also quite clunky) is that tele destinations are created on level gen, one per sector. So, you wouldn't have max control over where you go, just "broad area" control. But, this then creates a UI need of a one-off preview mode that operates with the "shift-L" look mode, so you could scroll around and find the blinking square you want to use. Clunky. Last edited by m0stlym0nk; August 2, 2021 at 16:56. |
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#54 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,356
Donated: $60
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Quote:
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#55 |
DaJAngband Maintainer
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 1,124
Donated: $10
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I like the sound of it too. But my opinion on this probably shouldn't count, cause I rarely play mage and I very rarely get past around dL45.
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Will_Asher aka LibraryAdventurer My old variant DaJAngband: http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...) |
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#56 |
Adept
Join Date: Jan 2019
Location: Alberta
Posts: 125
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I think it could work. Sure, you can't automatically Banish Z and L but it also means you'll always be casting it with cause.
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It Breathes. You die. |
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#57 |
Swordsman
Join Date: Jul 2015
Location: Seattle, WA
Posts: 298
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#58 | |
Scout
Join Date: Nov 2013
Posts: 25
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Quote:
One could make an argument that keeping it consistent throughout the game has a "cleanliness" benefit, and that given that everyone is burlier than a mage, other classes are in a better state to have to get their line-of-sight on with a target compared to a weenie ol' mage. What's your take on that line of reasoning? |
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#59 | |
Swordsman
Join Date: Jul 2015
Location: Seattle, WA
Posts: 298
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Quote:
But if you're going to nerf the mage spell, fine. I get that it can be abused, but personally I try not to abuse it too often, as it makes the game boring. I don't go anywhere without some form of detection, so I know when I'm going to run into the bad monster. Just leave the finite ability of the scrolls and staves, please. |
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#60 |
Swordsman
Join Date: Aug 2020
Location: London
Posts: 425
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