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Old November 20, 2019, 16:56   #41
Voovus
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Quote:
Originally Posted by Nick View Post
but I stand by my binary search methodology.
You maintainers are lucky men. You write code and code is patient. Unfortunate player that I am, I write on the susceptible skins of living @s.
- Catherine the Great (... with minor tweaks)


More seriously, can I assume that I don't need to repeat my earlier comment, that I have found a non-wand-breaking Recharge spell a good thing? I don't have time to playtest anything at the moment, but I'm fairly certain that I'll find the new version a step in the wrong direction.
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Old November 20, 2019, 18:20   #42
wobbly
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Quote:
Originally Posted by Voovus View Post
More seriously, can I assume that I don't need to repeat my earlier comment, that I have found a non-wand-breaking Recharge spell a good thing? I don't have time to playtest anything at the moment, but I'm fairly certain that I'll find the new version a step in the wrong direction.
May I ask why? It seems to me that turning every wand into a large rod stack is unideal.
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Old November 20, 2019, 23:59   #43
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Agreed. I much prefer the model that wands should be reserved for when you jeed them, and rods should be used for the simple cases. With this observation, perhaps some rods should be deleted? I haven't carried a rod of fire bolts or the like in a looong time.
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Old November 21, 2019, 00:37   #44
Voovus
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In principle, I agree with the model where wands/staves are only used when you need them. I wouldn't mind scrolls of recharging being either weak, rare or going altogether. However, spell-based recharging only applies to mages and rogues, so it doesn't affect the value of wands for most classes and gives these two the option of a different playstyle.

For mages, wands aren't generally overpowered (tap spell excluded): fast casting doubles spell damage per round, so damage from wands, even annihilation, eventually falls behind spells. However, rechargeable wands add a lot of variety between games: finding an early drain life or speed or insertnamehere can significantly change the feel of the game for the next 1000'. or so.

For rogues, wands are an interesting choice because they are pretty bad at everything else!
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Old November 21, 2019, 18:02   #45
Chud
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May I ask why? It seems to me that turning every wand into a large rod stack is unideal.
I never really used them that way (with the exception of stone to mud), I used them as batteries instead, at least prior to the most recent tweaks. But otherwise, yes.
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Old November 22, 2019, 00:30   #46
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Agreed. I much prefer the model that wands should be reserved for when you jeed them, and rods should be used for the simple cases. With this observation, perhaps some rods should be deleted? I haven't carried a rod of fire bolts or the like in a looong time.
I've been running some rogues lately, and I'm going to have to disagree with this. I really like that rogues are so reliant on wands. Not only does it make for a really different game than the paladins and priests that I've mostly been playing, but at least with the new spells, it makes the rogue *feel* much more like a rogue, i.e. a tricksy fellow who heavily relies on "mechanical" tools rather than swords or spells.
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Old November 22, 2019, 01:02   #47
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@Arch--
This doesn't mean that recharge shouldn't sometimes fail catastrophically. For what you describe, archery is the right answer, possibly with a poison brand spell to juice it a little in the endgame.
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Old November 22, 2019, 03:55   #48
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@Arch--
This doesn't mean that recharge shouldn't sometimes fail catastrophically. For what you describe, archery is the right answer, possibly with a poison brand spell to juice it a little in the endgame.
I wasn't disagreeing that recharges shouldn't fail catastrophically sometimes, I was disagreeing with the idea that wands should be used "only in emergencies." I don't see any reason why we can't have a class that leans heavily on wands, and supplements with weapons and arrows. Especially since wands provide things that arrows don't (like a success chance that depends solely on the player, and AOE). Besides, rangers are already the archer guys. No sense in making rogues a poor man's ranger.

Maybe Rogues get a recharging spell with a higher success chance than mages, since it sounds like it's the tap-recharge combo that's broken and not necessarily recharge by itself. Not sure if Rogues get the Tap spell, because I haven't found all three spellbooks yet but if they do, you could always remove Tap from their spell list.
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Old November 22, 2019, 04:32   #49
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Oh, sorry. By 'when you need them' I meant more than just emergencies. I also meant 'really worthwhile fights that you otherwise couldn't afford.' Which is not to say that a poison brand spell wouldn't be a good idea, too...
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Old November 22, 2019, 15:23   #50
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So, quiver shenanigans.
I went over the 10 stack limit: 9 pebble/shot stacks + 1 bolt stack + 1 arrow stack. My best stack of sling shots ended up in the inventory & the bolts & arrows remained in the quiver despite the fact I'm using a sling. My inventory goes up to the letter 'w', a full pack.

I then inscribed all my pebble/shots so they'd move into the quiver. Now my inventory goes up to the letter 'v' suggesting I have room for 1 more item, except it wont let me pick another item up, it thinks the pack is still full.
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