10-15-2017, 08:11 AM
(10-14-2017, 11:16 PM)Roomba Wrote: Reminder: Cluwne/Polymorph have longer cooldowns than the actually lethal spells because being a cluwne/animal is meant to be at least as troublesome as being straight-up dead. Most wizards who cluwne/polymorph people are generally happy to let their targets stumble around in cluwne/animal form as long as they don't get in the way. If it's too easy to get back to normal from being a cluwne, wizards will just drop it and go back to spamming fireballs/empower+staff/hellgolems to kill people as rapidly as possible.
that's why i'm saying it doesn't have to be as easy as being injected with spaceacillin, perhaps a harder to create chem would be more appropriate. same thing for critters, because to be completely fair when i'm polymorphed i'd rather just kill myself than to actually continue the round. those two spells are in general just so disabling that it's hard to want to complete a round when you're constantly bashing your head on the ground, dropping items and having 3 staff assistants wanting to kill you just because you're cluwne'd even AFTER you've been "cured". i've never seen chaplains decluwne somebody, mostly because most of the time when we need our Lord Heavenly Father's prophet, they aren't present during a wizard round. i just find all these cures to be relying on someONE rather than someTHING inside of the game