Rogue Ideas 2

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  • Mikko Lehtinen
    Veteran
    • Sep 2010
    • 1246

    #16
    My opinions about the original suggestion:

    - I like increased chance for critical against sleeping monsters hits very much.
    - I love the spellcasting Rogue. It's part of Angband's "product identity" for me. When I (rarely) play Vanilla, I most often play Rogues.
    - I think Angband doesn't want other non-spellcasters than Warrior. Angband's stats are designed so that only spellcasters get true benefits from INT and WIS. Mage/Warriors and Priest/Warriors work better than any other class with the current stat system, for them most of the stats are actually useful.

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    • buzzkill
      Prophet
      • May 2008
      • 2939

      #17
      Originally posted by Mikko Lehtinen
      Game balance could be easily restored by making attacking sleeping monsters more realistic, too. It should just kill most monsters instantly.
      Most monsters? This could where DAJ's introduction of monster size might help. Assuming you're a humanoid, it might be tough to kill a sleeping giant or dragon or worse without an appropriate *slay*. A crafty adventurer might be better off laying a multitude of traps.
      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.

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      • Mikko Lehtinen
        Veteran
        • Sep 2010
        • 1246

        #18
        I'd like the original suggestion a lot more if mental stats were at least interesting for non-spellcasters. (Just take a look at the kobold rogue in the first post: three dump stats.) That's where I got the inspiration to start an experiment about INT and WIS definitions.

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        • Mikko Lehtinen
          Veteran
          • Sep 2010
          • 1246

          #19
          Originally posted by buzzkill
          Most monsters? This could where DAJ's introduction of monster size might help. Assuming you're a humanoid, it might be tough to kill a sleeping giant or dragon or worse without an appropriate *slay*. A crafty adventurer might be better off laying a multitude of traps.
          To me, improved chance for critical hits (just like in the patch) are the cleanest way to accomplish deadly criticals.

          BTW, I added a new ego weapon and arrow to Halls of Mist: of Deadly Strike/Shot. They deal triple damage on critical hits, resulting in gigatons of damage. It works beautifully in Mist where ambushing monsters is a big part of combat tactics. It would be a fine here too.

          Black Arrow of Bard clearly had Deadly Shot as one of its powers.

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