The difference is that the recharge times are long enough that you can only use it once per battle. You can obviously use spells multiple times. I don't find the breaths unbalancing at all, they're actually fine the way they are, and it's the one time that I find myself using offensive activations.
Minor 3.3.0 feedback
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CCW cures quite a long list of ailments: blindness, confusion, cuts, poison, stun, and amnesia. CSW only cures the first three of those (blindness, confusion, cuts). CCW cures all the same status elements as Healing and *Healing*, the only difference between those 3 potions being the amount of HP recovered. I used to think that CCW didn't cure amnesia, but ewan set me straight on that score during the 107 comp, so I read the source to be sure I understood it.Comment
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It's more than that. DSM shows up pretty early pretty often. A 200 point breath beats any spell in the town mage books. It's just wrong for a warrior to have a more damaging ball attack than a mage on a regular basis. IMO DSM cumulatively should be rare enough that at least 1/2 the time you find MB6 before you find any DSM. Maybe that should be 90%. Or drop the breaths to 50 points or so.Comment
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Do people really find the DSM breaths to be too powerful that they need to be nerfed? If you look earlier in the thread, the first two posters said that they were useless!Comment
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Not necessarily -- depends on how it scales.
I don't have particularly strong opinions about whether DSM is too good or shows up too regularly, but I did recently find a suit of red DSM really early (level 5 or so, I think), and it does make uniques and orc packs absurdly easy. So maybe having it activate for 50 points of damage would be more reasonable for a low-level character.Comment
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(OTOH there is some odd behavior in current vanilla that has not been properly investigated: ego-DSM are more common than normal DSM, and their appearance is practically doubled by introduction of ego-DSM:s)Comment
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In most cases, the base item is made first, and only if it passes a "greatness" check does it get turned into an ego item. So a normal DSM may or may not turn into ego DSM.
But when the "special artifact" creation roll fails, the system demands an ego item as compensation. This then could be anything - any weapon or armour. We suspect that this small change (which was made to prevent people getting upset by Wormtongue dropping nothing at all if the artifact creation roll failed) has actually had a unexpectedly large impact on the number of ego items."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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We're actually looking at a more fundamental overhaul of item generation - better balance of consumables vs. wearables, weapons vs. armour, etc."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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You are quite right about this - fizzix and I are investigating this now. We think it has to do with failed attempts to create artifacts - these create more ego items, some of which are DSMs which would not have been generated as normal DSMs.
In most cases, the base item is made first, and only if it passes a "greatness" check does it get turned into an ego item. So a normal DSM may or may not turn into ego DSM.
But when the "special artifact" creation roll fails, the system demands an ego item as compensation. This then could be anything - any weapon or armour. We suspect that this small change (which was made to prevent people getting upset by Wormtongue dropping nothing at all if the artifact creation roll failed) has actually had a unexpectedly large impact on the number of ego items.
Code:int good_chance = (lev + 2) * 3; int great_chance = MIN(lev / 4 + lev, 50);
half of all objects deeper than level 50 are great.
On this check alone, roughly half of DSM are made into egos.Comment
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In that case, maybe implementing the idea of OF_GOOD flags for high-end wearables could be part of the solution? If unenchanted low-end DSMs are already considered good and the ones with multiple resists considered great, then there wouldn't be so many promoted to ego items."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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2 cents. The problem is not with the definition of {good}. Changing the vocabulary won't solve the fundamental problem which is that "most {good} items are obsolete by about 10% into the game."www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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Sorry if I am being dim - I didn't understand your post."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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