![]() They are fast, tanky, hit hard, and track you across the level. The one monster I really think needs some rework is the ents. Does casting slow more than once actually slow the monster more? Does it increase the slow time? Neither? The game doesn't currently tell you. One suggestion I would have is to update the speed of a monster on recall to include current buffs/debuffs. Buffs/debuffs has always been a bit of a weak spot for Angband, so it does feel nice to have these be useful and I have to relearn a bit how I approach the game (which is great!) Staves are heavier and hitting everything in LoS can often be a liability rather than an advantage. A staff of sleep monster is more likely to wake up a monster than cause it to go to sleep. In all cases, the wand forms are good but the staff forms were useless. (Plus monsters can often execute their most dangerous attacks when fleeing, which feels a bit off). I didn't find much use for sleep or scare, both are too unreliable, and don't buy enough time. Confuse monster is only good for a fairly small window. I made pretty good use of slow monster, and hold monster can be tactically useful early on. I had never prioritized rnether in the past. My previous character got one-shot from a double-move nether bolt from a druj. I like that high level resists are now really important. The other staff that I think should exist, and be sold in stores too, is a "staff of detect life." The main reason for this staff existing is for flimsy characters like necromancers to not be instakilled by a blood falcon on the other side of a door. I think this opens up some possibilities, including perhaps a "staff of movement" which gives +1 moves and can be a weaker version of the "staff of speed". I am a big supporter of the new split between movement speed and global speed (which the druid can get in fox form or eagle form). ![]() If most players die before the endgame (and most do) it's ok to have the endgame drag. The endgame drags a bit, as it always has, but this might be ok. ![]() Forced descent felt a lot more difficult than it used to be (that may be because I'm rusty, but even if it's not, that's not a bad thing!) I didn't play forced descent in this game for that reason. Pacing is pretty spot on through say dlevel 50, clevel 30. The early game is great, and so is the midgame. A lot of the specifics will come below, so I'll focus on the general here. I love a lot of the new changes, both the ones for flavor and the ones for gameplay. I'll start with some general stuff and then do a detailed feedback on the Druid spells, just like what was done for the Priest.įirst. The character isn't done yet, but he's rapidly approaching the confrontation with Sauron/Morgoth, so I figured I'd give some feedback now on the gameplay. I recently played a Druid on angband live (and on twitch). ![]()
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