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  #5311  
Old 02-09-2019, 08:59 AM
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Man, ya'll killing it. Good work!
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  #5312  
Old 02-09-2019, 09:02 AM
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Quote:
Originally Posted by Crut View Post
Looks like we have a sweet spot.

Loving the TT representation in the top ten.
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  #5313  
Old 02-09-2019, 11:42 AM
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No streak , DDNe got paralyzed by an ogre mage amongst a riled up Orc:2. Tele landed me next to a two-headed ogre.
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  #5314  
Old 02-10-2019, 08:24 AM
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I lost my MiBe in tomb. I don't think I'll try 15-runing again. All traps hitting you in tomb is just nuts, constantly being marked and netted.
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  #5315  
Old 02-10-2019, 10:27 AM
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I was hoping someone would talk about the new trap implementation, because the way it was discussed in the changelog sounded pointlessly vicious and I was sure it couldn't be as bad as it was sounding, but I guess it is.
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  #5316  
Old 02-10-2019, 08:28 PM
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It's fine for most of the game. In areas with a ton of traps (tomb, some vaults, sometimes Z:5) it's absolutely miserable.
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  #5317  
Old 02-11-2019, 06:21 AM
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The thing for me, like always, is that it bothers me that it doesn't make much sense thematically. I'll always be someone for whom theme is more important than mechanics, and it's clear that the Crawl dev team always prioritizes mechanics over theme. Sure, all those mechanical traps in Tomb ceased to be relevant ages ago, but they were thematic AF, and this new "invoking traps" makes no goddamned sense. "This bug/zombie/ghost fell onto a switch, I guess?" I miss the days when I used to live in fear of a simple blade trap. As always, Crawl continues to take two steps forward, one step back. That's still an overall positive, but it can be frustrating!

(Well, frustrating to watch, at least, in my case. >_<)
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  #5318  
Old 02-11-2019, 09:02 AM
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It made some sense for Zot traps, maybe, sort of -- they were magical in nature. Net traps, though? ???
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