now there is an oxymoron right thereMithril wrote:If there is no rule against stairs cheating then it is a legitimate game tactic

which is why I dont really think this thread is aptly named.
abuse maybe, but not cheating.
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now there is an oxymoron right thereMithril wrote:If there is no rule against stairs cheating then it is a legitimate game tactic
<DarkGod> lets say it's intended
Again, with stair cheating and stun resistance, say a fighter with shield wall and maximizing constitution in order to survive a single blow, most of the game is trivially easy. How much damage you do is irrelevant except as determining how many times you have to use the stairs. Making it impossible for large monster to use the stair means that these are doomed to the cheating.Final Master wrote:I still don't see this as a problem. The idea of mobs chasing you up/downstairs is realistic, but also probably a death sentence. There is a reason why it is a vital part of survival to be able to safely use stairs in non-sustained level rogue-likes. Even though this is a sustained-level rogue-like, being able to use the stairs safely is still important. If npcs ARE able to chase you, I honestly think it should be limited on size. Say, nothing 3> size able to use the stairs, simply because they can't fit? And to make it moderately safe, only the mobs that were adjacent to you when you used the stairs can follow, and they appear the turn after your first turn in the new level. The idea of a whole new re-spawn upon entry/exit of npcs is the one I like the best though.
There are my suggestions, but I really think it should be left alone. I still stand by that if you need an artificial slap on the head to stop you from doing something, then you really need better self control.
I agree that splitting should be a viable tactic, but I don't think it should be an easy and abusable one. It's not realistic to pull off enemies one by one to the next level and dispatch them with ease.yufra wrote: In regards to stair splitting, maybe that should be a viable tactic? There are already certain corridor corner situations that offer a strategic advantage to handling large groups, so why shouldn't stairs offer a similar one? Retreating to stairs would give you:
1) initiative, the first attack
2) allow you to split of a single NPC from a group
3) protect yourself from AoE or targeted talents from the group (snow giant confusion, etc).
What is your goal in removing 1)? Do you want to discourage stair splitting and only have stairs used to retreat to another position on the previous level?
<DarkGod> lets say it's intended
The title of the thread is not my goal... you are right if I simply wanted to prevent stair dancing then I could just not do it (and of course judge people that do stair dance, JUDGE THEM I SAYGwai wrote:See, I still don't see why those who are bothered by the strategy of using stairs can just ... not use it! I'm not big on it myself generally, so I don't use it much. However, it can be useful and appropriate, so then it is available.
<DarkGod> lets say it's intended
teachu2die wrote:i think i might like two-turn stair transit most of all. it just seems like the simplest, cleanest fix.
I dunno. Looks like it could get messy pretty quickly.PowerWyrm wrote:We should rephrase Bob's situation upon using stairs...
There's no phase/teleport square available. Anything you will do next turn except using stairs is hopeless.Code: Select all
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What's the justification for it becoming riskier the more times you used that stair?itastelikelove wrote:
In general, i think that any solution should make stairs abuse progressively more risky, based on the number of times you have used the stairs in the last X turns (or something similar). More turns to complete the action, higher chance of being followed, chance to be dazed at the bottom, healing monsters more thoroughly, whatever. This way, escape (or cowardice, if you prefer) is still a viable option, but abuse becomes much more difficult.