Dungeon crawl stone soup uskayaw
Is a stealth build viable? Is there anything I should be doing to capitalise on my stealthiness (aside from getting quieter weapons)? Without meaning to, I've developed a high stealth (7+) build, and have had great success killing sleeping enemies (although ironically both my main weapons make noise). I started as hunter, but a massive +10 Glaive on d4 made me change course, in case you wonder. I figure Jiyva would be a good choice and aside from some strong body armor, am well equipped as it is. My 'ace' here is a Jiyva altar in Lair near the Slime, which I can convert to, and then possibly work off the penance in Crypt.
The last time I tried I got so malmutated it was quite literally catastrophic, and Hell was a very unpleasant attempt. My plan is to try for a 15-rune, but am unsure about continuation. This way player cant leave the fight for free, but can at least reposition himself in the corridor But this would make game more simple.Ģ) Give player N free steps before monster can start delivering free attacks. I would suggest ~1 extra consumable per D:1-D:11 and L:1-L:6 for example. Obviously 1 javelin on the start is not enough. What suggestions do I have to solve AoO being so bad:ġ) Increased useful consumables drop rate to give a normal compensation. Of course many of species and backgrounds almost dont feel AoO, but was AoO really supposed to unbalance difficulty of starting combos so much ? Which monsters am I supposed to waste consumables on ? Was d6 ice beast designed to be a death trap for melee characters ? There are a lot of common fodder monsters that you find on reasonable depth in the dungeon, but should avoid at all costs if you dont have consumables. My estimation is that AoO becomes quite unquite irrelevant only after you start doing S-branches.
If I was a bit more unlucky or picked worse combo I would have very likely ran out of consumables and die. Why do you think a couple of extra consumables on the start would compensate AoO ? Do you estimate that AoO is only relevant for 2-3 fights over the course of the game ? I was barely surviving with consumables I could find in dungeon. Previously you had to pillar dance 5% of battles that went wrong, now you have to kite 1 tile away all those battles that have 5% chance of going wrong. But AoO sucks because it makes game harder in terms of making a lot of bad situations unavoidable for you.ĭoes it remove tedious pillar dancing ? It does, but overall I had a lot more tedious experience of kiting monsters being 1 tile away (this is not what we call pillar dancing, right?). It makes the game a bit harder in terms of "I have to pay more attention and take more optimal decisions". So I played some games in trunk and I want to say that attack of opportunity sucks.