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#21 |
Administrator
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I do cast Prayer and Rememberance rather often...
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#22 | |||
Adept
Join Date: Jul 2007
Posts: 217
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Firstly, I'm not a multiple game winner, I tend to get characters into the mid 30's and then get careless and kill them (rBase is just optional when facing an AMHD right?) so my opinions are just that and others may wish to argue with the benefit of experience and possibly even facts..
![]() However, thinking about the fact that the artifact list has recently been worked on to make some of the artifacts less like junk, I wonder whether the spell-list could use a similar overview? Quote:
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would there be value in bringing these spells lower down so that they can be used by lower level characters when they might actually be useful? or do they need modifying to become useful when they are earnt? Quote:
> * REMOVE_FEAR I definitely find this spell useful at early levels when facing monsters with the ability to terrify, esp novice paladins for example. with a recent ranger I was finding myself using bow and arrow at point blank range, or wands as I couldn't attack and had no pots of heroism. > FIND_TRAPS > DETECT_DOORS_STAIRS This is, of course, one spell, and not two ![]() > * SLOW_POISON This I see as being a little useful on the way to getting neutralise poison later. once you've got the latter, then this one becomes redundant. I don't mind it being here > * SCARE_MONSTER agree, never used this. and past a certain level, virtually everything scary is immune isn't it? How does this spell work though? I wonder if perhaps most monsters shouldn't be immune to this spell, and have it work on a clvl dependant basis. the higher you get, the more creatures you can scare. I can see some things being immune, the undead, golems and angels for example, but a level 50 priest all armoured up, beweaponed and chanting should be a pretty scary thing to all sorts of creatures. And I don't think that uniques should be immune by default. unless they happen to be undead/angels. I don't see that mughash or lagduf wouldn't be scared by the right character. if this works out then perhaps we could have a higher level spell for "mass scare". it could be the priests "mass banishment". cast it in the middle of a pitch battle and 90% of the monsters start running away? > * CHANT is this just "Bless" that lasts longer? When I tend to cast bless, it's often to allow me to melee a more scary monster. I don't tend to cast it all the time. by the time it's expired I've usually already killed him, or am seriously thinking of running away. perhaps if it was like bless but giving more bonus's? > * SANCTUARY I have used sanctuary several times. often to sleep the small dude next to me, and to OoD the unique several steps behind him. that said, I wonder if it would help to get the same treatment I've suggested for "Scare Monster". make it work more powerfully and make it be able to sleep most monsters, cll dependant (again, some would be immune, but it should be the minority I feel). and if we can make this useful, then a "Mass Sleep" spell could work too Also if my suggestion about attacking sleeping creatures goes anywhere, then this could be even more valuable. > * REMOVE_CURSE I could see this being useful if you could de-curse items in your backpack, not just the one you're holding. and if it got better with level, then you could perhaps de-curse calris for example. I guess it's useful for those people who wield weap's without ID'ing them (I have done this from time to time).. > RESIST_HEAT_COLD I'm not sure I've ever used this in anger... > * NEUTRALIZE_POISON I have used this many times... > TURN_UNDEAD hmm.. not sure I've ever used this spell.. I guess it's a "Scare Monster" for the undead.. is it useful in it's current form? > * PRAYER as with "Chant", I'd rather it upped the bonuses than lengthen the duration. > * DETECT_MONSTERS I have used this. it's better than detect evil > * PROBING I think this would be more use if it could be combined with detect evil/monsters to peer at the stats of creatures in other rooms. then I'd definitely find it useful. esp when surveying vaults.. CLAIRVOYANCE > Purifications and Healing can't remember the last time I saw one of these (as a priest).. > * CURE_SERIOUS_WOUNDS2 > * CURE_MORTAL_WOUNDS2 I take it these are lower mana versions of the previous spells? > * HEALING this isn't useful? > * REMEMBRANCE why isn't this useful? is that by the time you get it, experience is mostly neither here nor there? > * DISPEL_UNDEAD2 > * DISPEL_EVIL2 > * ANNIHILATION why are these not useful? do they not do enough damage for the mana? > * UNBARRING_WAYS it seems mighty deep to be getting this spell. would it be worth moving this to a lower book? > * RECHARGING this looks useful for recharging staves of speed and the like.. > * DISPEL_CURSE I wonder if this could be subsumed into "Remove Curse"? > * ENCHANT_WEAPON > * ENCHANT_ARMOUR I'm guessing this should be good for re-magicalling damage kit? > * ELEMENTAL_BRAND ahh, the spell that started this. I'd love to see this spell be changed to brand ammo, but that could be a bit too powerful... what about new spell ideas? one that comes to mind is a spell to aggravate and pull pack monsters into corridors to fight one on one? any others? Also, perhaps the biggest question, is it worth having this discussion. is the spell list in vanilla up for discussion? dave |
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#23 | ||||||||||||||||
Prophet
Join Date: Dec 2009
Posts: 9,022
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#24 | |
Prophet
Join Date: Mar 2008
Posts: 2,799
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These are useful in multiple incarnations because that makes it easier to toss books. If you toss PB1, you can get the same effect as Bless from Chant or Prayer in another book.
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This is in contrast to the truly useless duplicates in PB7. And, of course, the useful spell you would like duplicated, heal(300), is not there so you cannot even consider tossing PB4 to carry it. Even a duplicate CLW would be useful, now that it is so effective and remains super cheap. Priests are expected to do damage with melee, unlike mages. As such, they need to be able to carry fewer books so they can carry swap melee weapons that mages don't need to carry, not to mention utility items such as staves of speed. It might be quite bad to move the spells around so that priests have to carry more books. |
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#25 | ||||||||||||
Adept
Join Date: Jul 2007
Posts: 217
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dave Last edited by fyonn; April 7, 2010 at 22:16. |
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#26 |
Adept
Join Date: Jul 2007
Posts: 217
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thinking about spells in general, I guess I see my ideal being the following:
Mages using actively violent spells as their primary weapon. they should be able to throw magic at their adversaries from a distance as they should be relatively bad at hand to hand and even bows and arrows. they'll also have some utility spells of course. I see priest mostly being warriors, but having a library of utility spells that can let him/her make the most of their fighting skills. they should have lots of healing spells, not just healing damage, but also effects like poison, loss of stats and XP. also spells which affect enemies in other ways, such as scaring enemies, improving their own abilities and weaponry etc. 2 ideas for new spells: 1) What about having a higher level spell which could "bless" a weapon, ie make it "Blessed by the gods". applicable to all non-artifact weaponry. 2) perhaps the ability to "curse" an opponent. ie the opposite of what bless does to you. a spell which reduces an opponents to hit and AC? and I think this should be applicable to virtually everyone (uniques included). perhaps of variable power with level? also, one of the things about priest is that they don't like "sharp" weapons. They feel uncomfortable with a basic sword for example. that's fine, but then why are they happy with arrows or bolts? shouldn't wielding a bow or crossbow make one feel uncomfortable and have the requisite effect on SP and failure rates. perhaps stacking with a sharp handweapon for double the badness? force priests to use non-sharp missiles, ie slings? dave |
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#27 |
Swordsman
Join Date: Feb 2010
Posts: 405
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Slow Poison: Even if fyonn's comment is correct, that this spell has some limited utility, it's *extremely* narrow at best. I also agree with the comment about Neut Poison...why bother neutralizing it? If it also gave short-term poison resistance, it'd be valuable. Sanctuary: I've used wands of Sleep Monster...every now and again, I guess...to some usefulness. But not much, and not against any deeper critters. Smeagol and Wormy, I think I've used it...they're faster than you are at that point, and you don't really want either to be adjacent to you. Knock em out, you may get a chance to move away from them. This is NOT!!! to say, tho, that burning up my mana to cast the spell is a good idea. On the contrary, it's a BAD use for it; 5 mana's almost another OoD. When the spell might be effective, it's too expensive. ![]() Remembrance: the value of this spell is most likely highly personal. I hate getting drained; I hate losing the functionality I damn well earned, by losing a level...and seeing my risks increase, because my prime spells are less effective and/or have higher fail rates. But I very much agree with the major point: the priest spells list, in practice, is *significantly* shorter than it appears. Too many very low-value spells, far too much redundancy. You didn't even mark the standard books' healing spells, of which there are 5, as redundant. They're not entirely redundant, to be sure, but still, they're heavily overlapping. I think I'd be perfectly happy with 3 levels...something like Cure Light, Cure Serious, and Heal...especially given that they're all being expressed as percentages. |
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#28 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 58
Posts: 9,560
Donated: $60
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Has anyone considered that buffing monsters or nerfing items might be a valid approach to making prayers more necessary? So, for example, making !CCW (once again) cure a fraction of poisoning instead of all of it makes Neutralize Poison useful again.
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#29 |
Swordsman
Join Date: Apr 2007
Posts: 441
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The problem is that that hurts everyone but priests and paladins, who rely on those items.
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#30 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,856
Donated: $40
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But the duplicate spells are a lot more powerful. That's like saying Mana Storm invalidates stinking cloud.
Oh, wait a minute... |
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