Healing is too easily come by in the early game

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  • EpicMan
    replied
    Splitting curing from healing would not only make recovery more time-consuming (and so harder to accomplish in battle, but it would split monsters that cause status effects into two groups: those who inflict statuses on the player, forcing a turn of curing (or posession of the resistance), and those who inflict both bad statuses and heavy damage (Titans)
    . The latter might then require two turns to recover from, or one turn + risk.

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  • Raxmei
    replied
    CLW reduces your confusion but doesn't eliminate it, same with bleeding. I just drink one whenever I'm in the middle of a fight, not at full HP, and have nothing better to do at the moment. For instance, fighting an orc pit and the next one in line hasn't made contact yet. It does me more good than just standing still for a turn and it's no big deal if I run out of CLW. Multiply 15 hp by the size of a small stack and you'll see it can do wonders for your endurance in drawn out battles. Two CLW is about as good as one CCW for hitpoint recovery as long as you have the actions to spare. I also use it to recover after fights because I don't like resting.

    Splitting status curing out of the HP curing series would certainly make things harder. Not sure if it's a good idea.

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  • artes
    replied
    That's a good idea. They are good against confusion too, I think.

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  • Derakon
    replied
    Rather than sell or drop them, chug 'em the next time you're low on hitpoints even if it's not the middle of the fight. That's what I use staves of CLW for too. Helps keep things moving.

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  • artes
    replied
    Yes, I've noticed that potions of Cure Light Wounds are abundant. I hardly ever use them though. The first levels goes so fast that they are useless within minutes. I usually end up with a big pile of them that I finally sell or just drop. Since there is not much use for them I don't think it matters much if they are abundant or not.

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  • Zikke
    replied
    Originally posted by scud
    rare as rocking horse shit
    This is gold.

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  • Derakon
    replied
    On the one hand, as long as CSW/CCW are available, items of Curing (including Fast Recovery) are basically useless. On the other hand, if you take away status ailment curing from CSW/CCW, you're basically just mandating the creation of Potions of Curing and the occupancy of another inventory slot for same (or Rods of Curing / Staves of Curing / etc.). Status ailments are too dangerous to simply endure; the player must have a way to deal with them.

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  • Raxmei
    replied
    Originally posted by jens
    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...
    Isn't that what Fast Recovery does? I guess it'd be nice if you could buy some mushrooms.

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  • scud
    replied
    Thanks all!

    I'm ashamed to say I scum for vigors if I've got none at home and am at timebeast levels...

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  • jens
    replied
    Originally posted by scud
    Related: why are Mushrooms of Vigor (sic) most common in the first ten levels, and rare as rocking horse shit beyond that?
    They are quite rare, but available all the way:
    A:10:1 to 100

    A:10 means it is added 10 times to the list of objects. At the early levels there are not that many objects to compete with, so you have quite a big chance to get one. But soon lots of items are added and the mere 10 added from Vigor don't come up very often any more.

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  • Derakon
    replied
    Because early on, there's very few items that can be generated, so the mushrooms, which have even distributions across the entire dungeon, are comparatively more likely to show up. At dlvl 1, what's in-depth? Besides all the mushrooms, maybe 5 scrolls, 5 potions, gloves, sandals, robes, cloaks, pebbles, and daggers? As more and more of the 512 base item types in the game (not counting special artifacts) show up, any given item is much less likely to be a mushroom.

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  • kaypy
    replied
    Originally posted by scud
    Related: why are Mushrooms of Vigor (sic) most common in the first ten levels, and rare as rocking horse shit beyond that?
    Because there's nothing *else* to put in the dungeon in the early levels.

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  • scud
    replied
    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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  • jens
    replied
    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...

    Leave a comment:


  • buzzkill
    replied
    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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