haha.. alright, I guess I'm alone in this. For the record, I disagree with all of you and frankly was sad to see this feature go in to begin with
My thought on the suggestion was in a tactical game, when knowledge is power, having to spend an action to inspect a creature would add more depth. Right now it's just a gimme, which is fine. But it is a gimme and gimme's don't add to the decision making tree
It costing a turn would make recon spells and abilities more valuable (stealth, preternatural senses, the higher racial, ambushcade, precognition, etc. etc) and generally could be done before you even engage. It would also allow us to create spells or items that gave instant inspection back.
To me it just feels like a lot of information for free. Don't most roguelike look commands cost a turn? We're already getting a ton of monster information on the tooltip.
But I'll drop it after I point out that my simple suggestion doesn't have to be the end and the beginning of how it could be implemented...
Something like this could be included with a simple monster memory flag. If your character has never encountered the creature before (or creature type for non-uniques), the first 'inspect' costs a turn. After that you get 'recall' instead which does not cost a turn.
As to me personally not being a fan of the feature, I like surprises. I like making cool new monsters and new talents and thinking to myself man it's going to be cool when someone first encounters Devourers and they go into a frenzy! Or the dread the first time Epoch multiplies on you.
I think it's been a great debugging and balancing tool, that players can look and see exactly what talents are causing unfair deaths, especially on random uniques. But beyond that I'm really not a fan.
Anyway, I'll drop it and instead go about making clever shapechanging monsters who's stats change every time you close the inspect window
