My suggestion is, play the feature branch with a bunch of warriors and a bunch of rangers, alternating between the two types, and then see if you still feel the same way. Personally, I've found the changes to rangers have made them barely distinguishable. As for the other classes, finding a great launcher, a great sling of buckland for example, used to be a moment of excitement. Now no launcher ever brings a blip of anticipation.
New ranger spells
Collapse
X
-
“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are Dead -
rangers
Mages spell advantage is/was that ball spells reach monsters which are hiding behind other monsters and/or have no straight line of sight (example: a ball spell can hit a monster just around a corner), which an arrow can't.
I always felt that enchanting your ammo is a painfull and mana intense job which basically can only be done in town. And leaving stairs by recaling to/back from town always increases the risk to land in some unwanted situation.
Overall there are only two things which realy matter in angband - speed and your own damage output. Damage output is all ... and priest and mages are currenlty realy at disadvantage here. ManaStorm has no 0% failure rate and priests just suck.
Any change that decreases damage output will make all old players feel frustrated i guess.Blondes are more fun!Comment
-
I just finished a winner with the new Ranger. The spells in the dungeon book are very buggy and (perhaps because of the bugs) too powerful.
Placing a decoy can cause a monster to move back and forth, never advancing, never using ranged attacks, while you fill it with arrows. I killed many (most?) of the high-level uniques this way. Only tunnelers and pass-wall monsters seem to be immune. Even Sauron just danced side to side while I used him as a pincushion, never attacked, never summoned, never teleported...
There seems to be some state issues going on as well. I found that it was necessary to haste before placing a decoy, otherwise haste cancels the decoy every time. Hide tracks also cancels decoys, but I only tried it once (didn't see much utility for it), so I don't know if it always cancels or only sometimes, or if the cancellation would go the other direction.Comment
-
As they upgrade their damage increases, their shooting range increases, their sight increases and their hitpoints increase. I like the idea that Rangers get special treatment upon reaching certain character level thresholds in Angband. But if the original extra shots is truly too overpowered, I'd love to see them instead gain upon reaching every 20 character levels something like:
+1 Light
+1 Might to their launcher
+3 Stealth
+3 Infravision
+12 to-hit
10% reduction to breakage of missiles.
With these bonuses we could probably leave the new, underwhelming extra shots system as is. It is true, though, for some reason, that for me, also, launchers are one of the most exciting objects to find in Angband, even more than overpowered weapons. I guess that's because you still need to find good missiles for the launcher and there is just something very satisfying about annihilating tough monsters with missiles that are in finite supply; or clearing a room of baddies with rapid fire. Yet, I've never found Rangers particularly satisfying in classic Angband: firing a bunch of arrows and the opponent not doing anything was just boring; and I always hate how many arrows I'd have to use. If each arrow did more damage that would mean less arrows I have to lug around and collect all the time. I personally would like to see shooting speed removed from the game entirely. It's much more satisfying to have parity with the opponent and do more damage per shot than get extra shots but do less damage. I would find it much more exciting to have a launcher exclusive to the level 40 Ranger that is (X7) rather than three shots per turn. Awesome range, awesome power, but only one shot per turn.
What about a spell that increases the might of the launcher? 40 mana, +1 to might, duration 20+1d20 turns. Available at CL40.Last edited by Grotug; December 4, 2018, 17:42.Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM
Detailed account of my Ironman win here.
"My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --FizzixComment
-
I think you've hit on something interesting here. How about giving Rangers total immunity to missile breakage, instead of all the usual brands or shooting speed bonuses? Then all the Holy Might & co would become genuinely great finds for Rangers - not just stuff you save for the one final fight.Comment
-
Placing a decoy can cause a monster to move back and forth, never advancing, never using ranged attacks, while you fill it with arrows. I killed many (most?) of the high-level uniques this way. Only tunnelers and pass-wall monsters seem to be immune. Even Sauron just danced side to side while I used him as a pincushion, never attacked, never summoned, never teleported...
Also, excellent ideas from Grotug, lots of food for thought.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
-
Placing a decoy can cause a monster to move back and forth, never advancing, never using ranged attacks, while you fill it with arrows. I killed many (most?) of the high-level uniques this way. Only tunnelers and pass-wall monsters seem to be immune. Even Sauron just danced side to side while I used him as a pincushion, never attacked, never summoned, never teleported...One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
Comment