![]() |
#11 | |||||||||||||||||||||||
Swordsman
Join Date: Mar 2016
Posts: 371
![]() |
Thank you for the feedback!
Quote:
In Sil originally, the stat points in a number of instances forked from some of the strongest skills in the tree - Strength came from Momentum in Melee, Dexterity from Flaming Arrows in Archery, Constitution from Critical Resistance in Will. Bluntly: this was broken. Skills which already underperformed their peers (e.g Whirlwind Attack, Strength in Adversity) also drew the player off the path to strong later abilities. A balanced approach to prerequisites would sacrifice power in the short-term for long-term gain, but we would also like prerequisite abilities to feel related to the abilities that come later. I think this is something that could be examined again, but it is much more challenging to balance than it may have previously appeared. Quote:
Quote:
Quote:
Quote:
More than anything, it does the wrong thing. Generally as an experienced player if you allow yourself to be surrounded by enemies, you're not that worried about being able to handle them individually. Killing surrounding enemies faster is not a priority. Dealing effectively with a single very strong enemy is a priority. Dodging/Flanking helps here. Zone of Control and Riposte grant plenty of extra hits on your main foe. Whirlwind Attack at best clears a couple of distractions. I haven't come up with a better alternative, so it stays for now, but at some point someone will suggest a skill that is both flashy and effective that could replace it, and then it will be pensioned off. Quote:
Flaming Arrows was a skill I liked. Unfortunately an extra damage die is a lot of power - disproportionate power compared to other skills in the tree, with a drawback that didn't matter very often in practice. One of the main reasons that it didn't matter so often in practice was a bug I found in which the actual arrow drop numbers were actually calculated using the algorithm for pieces of mithril. I think it would have been a significantly more real cost had arrows had the original drop rate calculation, but running out of arrows as a dedicated archer is such a miserable experience that I wasn't disposed to seriously reduce their numbers. Quote:
Quote:
There were some comments from a player here: http://angband.oook.cz/ladder-show.php?id=22203 that I've taken into consideration. I am not sure if it will stay. Perhaps we can find a skill that rewards Strength that doesn't look like it came off a spreadsheet. Quote:
1) Not for combat reasons, as you'd really rather be firing Point Blank. The lack of a shield is a big thing here, so you're not increasing your survivability much by equipping a weapon, and the bow is much more likely to hit. Possibly in the context of adding and removing +light items. 2) Even as a pure archer it's a very real cost. You're giving up a weapon and shield that can provide extra light, maybe a resist or two, maybe stat points. It's possible it doesn't do enough to compensate for this - Archery is so powerful anyway, facing half Evasion, that the extra damage may not be worth the tradeoff. Quote:
Quote:
Quote:
Quote:
I think the idea of adding Perception to Evasion if you weren't attacked last round sounds very interesting, though I'd need to think what builds it would affect and how: pacifist and archer, certainly, and maybe there's something possible with Sprinting and Charge? Quote:
Quote:
Quote:
Quote:
I think I played with rebalancing it, it's been a while, but the problem was that it did scale with every kill, so it was always the best choice for the throneroom even when it was greatly weakened to e.g. giving a bonus of +7 or +8. Conversely, when you were fighting a few orcs early game, killing them could take long enough for the song to wear off, and it was noisy enough for you to attract a crowd capable of wearing you down. It's possible there's some calculation I didn't try that would work. Quote:
2% of armour per point of Song always looked to me to be a pretty clunky looking calculation in a game that never dealt with percentages anywhere else. Going up to something like 15 Song, that was 30%, which looks like it should be pretty good, but still adds less than a 1d4 against trolls, werewolves, spiders, vampires, cats, drakes and dragons - maybe a fraction better than Power on the Melee tree, but making a fair old noise liable to attract attention. It did have a certain usefulness against serpents and silent watchers, but the main attraction was that you'd likely need it for Sil-cutting anyway and since you needed a ton of Song investment for Slaying you probably could afford it. I'm not opposed to the notion of it reappearing in some form, but I'd need to think quite hard about how it would work. I want a Song tree that people are happy to invest in at 500', not 900'. If we reworked sharpness to e.g. ignore some number of armour dice instead of a percentage, it could probably be balanced to work as a much cheaper song - I'm about to rant about why that matters. (Ignoring 10% of early game orc 1d4 and 2d4 armour doesn't do much, but removing 1d4 from their armour roll does). Quote:
In terms of the effect, the neutralisation of archers and breathers adds quite a bit of value. Quote:
I think it might work if it were a little cheaper, and I might be able to reduce it again to doing just one thing. I hope, anyway, because I too really really like the effect. Quote:
Quote:
Quote:
Expensive songs turn out to be hard to get right. If they don't affect combat, the realistic value they can deliver is tightly capped. If they do affect combat, they either don't affect it enough to be worth the investment, or they are so effective that almost every character takes them for the throne room. Part of the problem is that while Evasion and Melee gently scale through the game, any song that costs 9 or 10 points requires you to survive without it until you can afford it, and going from the last song you could afford (perhaps Staying) to a song at 9 points means investing something like 3.7K experience, when getting to Song of Staying only required 3.3K. I have this fantasy of the versatile singing elf melee warrior, and in this fantasy players invest gradually in Song throughout the game. In practice, even Staying is a fairly late game pick, coming in at about the same point people pick Constitution off the Will tree (at over twice the XP investment). People aren't willing to spend enough on Song to get to the top of the tree unless they're working to one of the dedicated plans such as a Silence/Lorien sneaker or Elbereth archer, and the sneaker and archer don't need anything beyond an optional Song of Mastery. So, yeah. Song is hard to fix. Este was far too expensive, Sharpness held its place artificially through the sil-cutting difficulty, Slaying was the throneroom song par excellence. With those gone, Freedom, Trees and Staying have seen more play and Challenge is cheap enough to make the cut, but the new expensive songs are not faring better than Este did. My main plan now is to reduce the costs, with a scheme which keeps the Silence/Lorien and Elbereth/Mastery gameplans operative while broadening the choice of cheap utility songs. I've written quite the wall of text myself. I hope it's not too intimidatingly verbose. I want to say again that I really appreciate the feedback. There are a lot of things in Sil-Q I'm not entirely happy with as yet, and things keep evolving as I have the time, but often I run into a position where I've changed something, I don't know if the change is good, and I don't have many people to bounce off for opinions. wobbly has been invaluable as an advisor. |
|||||||||||||||||||||||
![]() |
![]() |
![]() |
#12 | |
Swordsman
Join Date: Mar 2016
Posts: 371
![]() |
Quote:
|
|
![]() |
![]() |
![]() |
#13 | |
Swordsman
Join Date: Mar 2016
Posts: 371
![]() |
Quote:
I think it's quite hard to calculate how much extra that damage reroll gets you, particularly across multiple dice. Currently it's relatively easy to understand that blunt weapons will be good against heavily armoured enemies and less good against less armoured ones. I'd like to preserve that if possible. |
|
![]() |
![]() |
![]() |
#14 |
Prophet
Join Date: Dec 2009
Posts: 9,024
![]() |
That's fair. I was just throwing out an idea without giving it much thought.
![]() |
![]() |
![]() |
![]() |
#15 | |||||
Swordsman
Join Date: Jan 2012
Posts: 414
![]() |
Quote:
Quote:
Quote:
Quote:
Quote:
|
|||||
![]() |
![]() |
![]() |
#16 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,432
![]() |
Ok I'll pay that song of delving is good right from the get go. Not sure I have the patience & concentration to put this kind of build through at the moment, but the principal is sound:
http://angband.oook.cz/ladder-show.php?id=22209 |
![]() |
![]() |
![]() |
#17 | ||
Swordsman
Join Date: Mar 2016
Posts: 371
![]() |
Ah! I also took Delvings on my last Lorien pacifist, in the competition. I personally think knowing where your next stairs are is a very substantial advantage for a weak stealthy character, but I am more inclined to pacifist play than most.
Quote:
Quote:
I think it would be potentially viable as an early game skill, when people don't know which herbs are which and when they're getting surrounded by orcs. Prerequisites don't help it at all. There is some difficulty in making a skill that you have to jump through hoops for worth it. The top four skills in the Melee tree in Sil 1.3 were Rapid Attack, Two Weapon Fighting, Knockback, and Whirlwind Attack. Rapid Attack is good but requires a high melee score to use well, Two Weapon Fighting is niche, Knockback is extremely niche (I think the only build that it's really sensible on is using Polearm Mastery) and original Whirlwind Attack is useful only if you're playing suicidally. I would argue that if you swapped any of these with Power, Power would see more play than the original skill. Power is often even better than Strength. I don't think this means that we must move Power up the tree - thematically it fits nicely at the start - but the top of the tree needs to be worth the cost in terms of prerequisites and more valuable for the right build than just buying more Melee points. Ideal is a skill that does something reasonably cool which is also an effective pick (e.g. Zone of Control, Sprinting, Listen), but these skills are quite hard to find - particularly since I don't want to make a Morgoth-killing skill. Any skill ideas you want to bounce off me will get serious consideration, this is certain. |
||
![]() |
![]() |
![]() |
#18 |
Swordsman
Join Date: Mar 2016
Posts: 371
![]() |
Sharpness thoughts:
Losing 2 armour dice for normal sharpness and all for Angrist is a bit awkward. I'm contemplating "sharp" and "famously sharp", with all the weapons in the whetting spell as well as Angrist being the latter. (I don't believe anything in canon indicates Angrist should necessarily be sharper than the others). "Famously sharp" would negate all armour, but also gain no damage sides from strength, because a weapon that cuts through rock doesn't require much strength to use. Rebalancing the weapons shouldn't be too hard from there - famously sharp polearms would be poised to become most dangerous, but upping their weight to make their criticals rarer would reduce this. "Sharp" would negate just one armour die; this would make it weaker than a brand, but that would make it better balanced for lesser artefacts, egos, smithing, etc. |
![]() |
![]() |
![]() |
#19 | |
Swordsman
Join Date: Oct 2013
Posts: 268
![]() |
Don't like those two tbh. Armor Dice reduction is just a flat damage increase by another name unless you scale it off the # of enemy protection dice but at that point reducing sides is a cleaner solution imo.
Famously Sharp sounds like a lot fof added layers of complexity for something which isn't really needed in the game at the moment? It would also get back to the current hammer problem of people forging one supersharp weapon for use against statues and use whatever against everything else, no matter what penalties you give them otherwise. Also, Angrist is describad as if not sharp then.. hard? It's notwehorty enough for a unique effect imo. Quote:
|
|
![]() |
![]() |
![]() |
#20 |
Swordsman
Join Date: Jan 2012
Posts: 414
![]() |
Sharp and famously sharp is quite elegant. If it played well enough I'd be in favour. (To make 'sharp' more distinct from extra damage it might be good if there were a couple more monsters with no protection at all; currently I think the only ones with substantial health are whispering shadows and distended spiders.)
I assume that famously sharp weapons would not be player forgeable. I have a slight worry that if they were too good it would make high-STR characters unappealing. |
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Review V 4.0.5 vs V 4.0.4 | khyung | Vanilla | 1 | April 23, 2016 18:06 |
PORTRALIS Review | Lipa | Variants | 19 | August 26, 2007 17:41 |
Review: Portralis | TJA | Variants | 7 | August 25, 2007 17:47 |
Review: UnAngband | TJA | Variants | 7 | August 23, 2007 20:10 |
Review: NPPangband | TJA | Variants | 0 | August 20, 2007 18:39 |