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#51 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 1,820
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#52 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,433
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Oh ok that makes sense. I've suggested elsewhere that being able to cast as werewolf would be fun, I think others suggested it would be OP, which is probably true. In my experience being a werewolf is worth not casting, up until the point you have to heal.
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#53 |
Swordsman
Join Date: Feb 2019
Location: Midwest
Age: 32
Posts: 263
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#54 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,993
Donated: $40
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The thing is, a pure dive involves avoiding things, not going out of your way to kill them. I had a similar problem with blackguard--detouring to wipe out a bunch of lost orcs and the like.
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#55 | |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 1,820
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Quote:
What exactly is your problem witch resting up at every opportunity ? The usual argument is that rest periods are boring, forcing inactive wait times that nobody likes. But that is of no concern in Angband, because while a rest may last 100s of turns, it only is 1 click, 1 second playtime. |
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#56 |
Swordsman
Join Date: Feb 2019
Location: Midwest
Age: 32
Posts: 263
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Its an effort to introduce a different playstyle. It says, "every classs is incentivized to do X. What if there was a class that had incentives to *not* do X? Does that introduce new strategies? Give veterans a new way of playing the game? Does it crash and burn?"
Petsinally, I don't think there's anything wrong with that, and creating an entire variant for one class that plays differently from the others seems silly. Besides, I don't find the basic avoidance game to be that different from other classes. Regardless of class you still want to kill killable things for loot and experience while avoiding unkillable things. Blackguards just give you some incentive for being a bit strategic about which killable things you kill first. If anything, Blackguards are better at avoidance than warriors or paladins before you get a Rod of Detection because they have a better detection spell. |
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#57 |
Knight
Join Date: Oct 2019
Posts: 941
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#58 |
Swordsman
Join Date: Jul 2015
Location: Seattle, WA
Posts: 266
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Life is not fun.
![]() But seriously, I tried running a blackguard character again. It's just not my style even though I feel like it should be. I like a combination of melee and distance attacks via ammo or spells. I just can't help resting to regain hit points. I don't care about turn counts or number of key presses or clicks. I just want my hit points and spell points to be max when meeting the next group of monsters. There are plenty of monsters who should be attacked from afar, with quiver ammo or spells. Those who drain stats or life, for example. This class doesn't do much to prevent those kind of attacks. And I really don't like not being able to cast spells while transformed. (I understand why that's a limitation, but it constrains the decision to switch into the form. |
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#59 | |
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Join Date: Apr 2008
Location: Germany
Posts: 1,820
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Quote:
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#60 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 1,820
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Thread | Thread Starter | Forum | Replies | Last Post |
Blackguards: 4.2.0 to 4.2.1 | DavidMedley | Vanilla | 263 | July 19, 2020 18:50 |
Blackguards and melee attacks | hein | Vanilla | 10 | September 16, 2019 22:14 |
Blackguards and Spellcasting | epatton | Vanilla | 2 | September 15, 2019 19:45 |