Hey, thanks for the feedback.
The blows spells are still somewhat useful with light weapons. Leap is still very useful for closing gaps, Whirl can still deliver extra blows against multiple adjacent foes, the stun from Maim has many benefits, and Forceful Blow does 200 pts force damage and throws the enemy back.
To your point, though, when you find a light weapon that is much better than your other options the blows spells are a bit disappointing. One of the goals was to give BGs incentive to use big heavy weapons and I'm not entirely pleased with the way I did it.
Relentless Taunting almost certainly does cut in half the chances of a monster using an ability: https://github.com/angband/angband/s...scoped_q=taunt If you've run experiments and it's not working, I'd be very interested to hear that. It also affects their movement, but there are several factors that I don't fully understand yet. Taunt is completely irresistible and I've bumped the duration to 12+d12. It seems to be popular from the feedback I've received.
In werewolf form you're still using your melee weapon. You can see it via the I key. You get 1 extra blow per round and +1 footspeed, which usually doubles your movement speed. It's completely at-will; you can get out of it for no SP or time. Very handy, especially if the other spells aren't your cup of tea.
Berserk Strength should be beneficial at all levels if you're meleeing. Maim is definitely worth giving up 2 blows for vs stunable enemies that you can't kill in 2 rounds or less. Quake can break LoS and will keep enemies from summoning even better than Taunt.
I hope some of that helps!
The blows spells are still somewhat useful with light weapons. Leap is still very useful for closing gaps, Whirl can still deliver extra blows against multiple adjacent foes, the stun from Maim has many benefits, and Forceful Blow does 200 pts force damage and throws the enemy back.
To your point, though, when you find a light weapon that is much better than your other options the blows spells are a bit disappointing. One of the goals was to give BGs incentive to use big heavy weapons and I'm not entirely pleased with the way I did it.
Relentless Taunting almost certainly does cut in half the chances of a monster using an ability: https://github.com/angband/angband/s...scoped_q=taunt If you've run experiments and it's not working, I'd be very interested to hear that. It also affects their movement, but there are several factors that I don't fully understand yet. Taunt is completely irresistible and I've bumped the duration to 12+d12. It seems to be popular from the feedback I've received.
In werewolf form you're still using your melee weapon. You can see it via the I key. You get 1 extra blow per round and +1 footspeed, which usually doubles your movement speed. It's completely at-will; you can get out of it for no SP or time. Very handy, especially if the other spells aren't your cup of tea.
Berserk Strength should be beneficial at all levels if you're meleeing. Maim is definitely worth giving up 2 blows for vs stunable enemies that you can't kill in 2 rounds or less. Quake can break LoS and will keep enemies from summoning even better than Taunt.
I hope some of that helps!
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