I haven't agreed with all the changes that dpeg and crew have made, but I think it's false to claim they don't have a plan for the game. 4 release and I think that the game has come a very long way. I know that I come off sounding a bit defensive and that is not my intention but I've been following crawl since the. As I mentioned earlier, people would have their casters train armor up even given the casting penalties to get the guaranteed damage reduction from high AC which was not what the designers intended. High AC was so powerful, EV was not and dexterity was a waste of points. Casters were underpowered compared to melee which is clearly the opposite case now. There was a "How to win at crawl" flowchart that I posted up above from Something Awful and it was essentially MdFi -> worship Okie -> win. The simple problem was that AC was entirely too powerful. I agree with you that the AC nerf was not well implemented but it was well thought out. Development's been slow, and it's still a tad unstable (fatal crashes), but it's got a ton of potential and isn't being marred by design by committee. I'm currently enjoying Incursion much more. I mean, look at the upcoming version - there's a lot of new (and not well thought-out imho) stuff before they've addressed the core problems. Died this way to a cockroach (which appeared to be just a bit faster than me, and thus I couldn't lead it around in circles after I'd wasted all my MP trying to Shock it).Īlso not fond of the direction development is taking. Being a spellcaster helps quite a bit, but get unlucky and miss with your spells several times against your first critter, and you're not even carrying a staff to whack with. I mean, compared pretty much any starting class and their equipment to another roguelike, and Crawl basically sets you up to fail by plunking you into a dungeon with almost nothing useful. Seriously, I'm convinced that Crawl (especially the current version with regards to melee-oriented characters) is way more luck reliant early-on that it should be. Also, the spell Mephitic Cloud is stupidly powerful and easily obtainable early on. I haven't played enough spellcasters yet, but it seems they're far more reliable in terms of strength even in the latest version of DCSS because of more versatility early on. In the latest version, I get numerous "your armor/shield gets in the way of your attack" whiffs, whereas in 0.5, getting deeper with a melee character is far more reasonable because accuracy does not seem nearly as hindered early on. Restarted with a few more Mountain Dwarf Fighters in 0.5 - having almost no accuracy problems. While it could just be a serious turn around in luck, keep in mind that I've tried at least a dozen times now to get a MDFi going in Stone Soup 0.7.1 with nowhere near this level of ease. Only item that's noteworthy that I've found is a potion of speed I used against an ogre. The latest version of Crawl must have much stiffer accuracy penalties when using heavy armor, cause I had absolutely no problems mauling things and generally resisting attacks so far. While I didn't encounter Sigmund on level 2, I did fight through ogres on two occasions, and a large group of orcs (including 2 orc priests at once along with an orc warrior), and I breezed through them. I've just downloaded DCSS 0.5 and tried a Mountain Dwarf Fighter (the recommended insta-win class), and suddenly, my first game I walzted to character level 8 and dungeon level 6 with little resistance. Edit: I've found one major example of this sort of thing: īasically, in DCSS 0.6 and onward, heavy armor (and AC in general) were made significantly worse.
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