IMAWAL ... possibly not going to become a top-tier glyph anytime soon
Darvin wrote:Certainly other glyphs (CYDSTEPP) have issues with being "use once then toss", but they also have moments where they really shine while IMAWAL does not.IMAWAL ... possibly not going to become a top-tier glyph anytime soon
I consider WONAFYT the baseline minimum for glyph utility and IMAWAL falls well short of it. WONAFYT unclogs hallways, gives you a total of 10-15 extra XP in the average case, and that XP can be tactically harvested at opportune times, and it always spawns near the dungeon entrance so you're most likely to find it when it's actually useful. IMAWAL clogs hallways, gives you a total of 10-15 extra XP in the average case (used two or three times), but that XP cannot be saved for later, and it might spawn in an inopportune location and not even be worth using by the time you find it, and it prevents you from clearing curses or drinking blood pools.
Do I even need to make a stronger case than that?
Nandrew wrote:This makes me more concerned about Slayer Wand than IMAWAL, though. Too many players seem to have this as their invariable goto for every situation. Me no likey.
As far as I'm concerned, an item only fails if it reliably hits conversion fodder status before it ever sees *ANY* use (with the exception, of course, being any intended fodder item)
I feel that there are simply too many competitors around for inventory slots nowadays for us to mourn the swift passage of just one glyph.
And unlike the IMAWAL incarnation of a few versions past, we no longer have a problem with the glyph cannibalising the usefulness of any others. It operates quite elegantly in tandem with WONAFYT or WEYTWUT
is a really decent partner to PISORF
has its clog considerations cancelled completely* by ENDISWAL and doesn't interfere with any other glyph's game plan.
Labyrinth-style maps are a shortcoming and I would not claim that petrification is the most appropriate glyph to find there. But I also assume responsible players to have their escape routes lined up well in advance. I would not buff it based on one map type when so many other encounters are way more open-plot.
(which I don't like as an argument anyway, since an overwhelming majority of characters should never need to drink blood)
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