I couldnt care less about game turns; what decides whether I enjoy a playstyle is clicks, more precisely meaningful clicks (repeating the former action is less tedium than performing a different one). I love priests because they have such a high efficieny/click ratio in the midgame.
Blackguards: 4.2.1 to 4.2.2 (and beyond?)
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I think the key benefit of werewolf forms fast moves isnt just fewer game turns in a high score sense, but rather the faster you are moving, the quicker you traverse the level. The quicker you traverse the level the less time your SP has to go down before you get into another fight, and the more time you have to find and kill things before other things wake up.Comment
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Oh ok that makes sense. I've suggested elsewhere that being able to cast as werewolf would be fun, I think others suggested it would be OP, which is probably true. In my experience being a werewolf is worth not casting, up until the point you have to heal.Comment
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What exactly is your problem witch resting up at every opportunity ?
The usual argument is that rest periods are boring, forcing inactive wait times that nobody likes. But that is of no concern in Angband, because while a rest may last 100s of turns, it only is 1 click, 1 second playtime.Comment
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Its an effort to introduce a different playstyle. It says, "every classs is incentivized to do X. What if there was a class that had incentives to *not* do X? Does that introduce new strategies? Give veterans a new way of playing the game? Does it crash and burn?"
Petsinally, I don't think there's anything wrong with that, and creating an entire variant for one class that plays differently from the others seems silly. Besides, I don't find the basic avoidance game to be that different from other classes. Regardless of class you still want to kill killable things for loot and experience while avoiding unkillable things. Blackguards just give you some incentive for being a bit strategic about which killable things you kill first.
If anything, Blackguards are better at avoidance than warriors or paladins before you get a Rod of Detection because they have a better detection spell.Comment
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Life is not fun.
But seriously, I tried running a blackguard character again. It's just not my style even though I feel like it should be. I like a combination of melee and distance attacks via ammo or spells. I just can't help resting to regain hit points. I don't care about turn counts or number of key presses or clicks. I just want my hit points and spell points to be max when meeting the next group of monsters.
There are plenty of monsters who should be attacked from afar, with quiver ammo or spells. Those who drain stats or life, for example. This class doesn't do much to prevent those kind of attacks.
And I really don't like not being able to cast spells while transformed. (I understand why that's a limitation, but it constrains the decision to switch into the form.Comment
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Its an effort to introduce a different playstyle. It says, "every classs is incentivized to do X. What if there was a class that had incentives to *not* do X? Does that introduce new strategies? Give veterans a new way of playing the game? Does it crash and burn?"
Petsinally, I don't think there's anything wrong with that, and creating an entire variant for one class that plays differently from the others seems silly. Besides, I don't find the basic avoidance game to be that different from other classes. Regardless of class you still want to kill killable things for loot and experience while avoiding unkillable things. Blackguards just give you some incentive for being a bit strategic about which killable things you kill first.
If anything, Blackguards are better at avoidance than warriors or paladins before you get a Rod of Detection because they have a better detection spell.Comment
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