New Abilites Suggestions

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New Abilites Suggestions

Postby Fran on Wed Dec 28, 2011 7:36 pm

Hello, I'm kind of new to the game and although it's hard it's right up my alley.

I don't know if the developers still want to expand the collection of classes but i thought it would at least be fun to think about what kind of new effects may open up interesting strategies.

So hoping i won't be flamed to death for saying something stupid / imbalanced (i'm new after all), I'll just post some ideas I had:

The Mystic:
- Received Physical Damage gets treated as Magical Damage and vice versa
- Mana Potions heal HP and Health Potions heal MP
- Each attack gets treatet as being 50% magical and 50% physical

The Headhunter:
- Receives 1 Gold per Kill but every item costs additional 5 gold
- For every monster killed, gives an cumulative attack bonus of x% against that monsterclass. have a constant y% against the boss (i kill 3 goblins, i get an 3x% bonus against goblins from than on)
- Blood Pools remove Poison/Mana Burn

What do you think, is there potential or does this not fit into the game? Other concepts?
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Re: New Abilites Suggestions

Postby TigerKnee on Wed Jan 04, 2012 5:03 am

Hey, this post slipped through the cracks, haha!

Generally speaking, I don't think the devs are going to implement new classes just on fan suggestions.

But then, we could always just engage in this for creative fun or something.

First off, one comment on classes: Generally a class has a gimmick that gives them their strength and weaknesses and allows them to take on higher level enemies. For example, the Paladin tanks using his physical defense and healing but is weak to mana burners or high physical resistance enemies.

Your classes unfortunately don't quite have those in mind.

Fran wrote:The Mystic:
- Received Physical Damage gets treated as Magical Damage and vice versa
- Mana Potions heal HP and Health Potions heal MP
- Each attack gets treatet as being 50% magical and 50% physical


The first ability tends to be extremely irrelevant most of the time. Dracul and Dragon Shield both give resistances in equal amounts of both. What's left is Trog items (irrelevant, just buy the opposite of whatever you want to protect yourself against) and randomly switching Tower Shield and Elven Boots (probably irrelevant too, they're very small boosts)

Guess what I'm going to say about the 2nd ability. I believe the only thing it really affects is the Tri-Sword and berserker blade and probably not in an advantageous way either. I guess it makes health potions heal mana burn and mana potions heal poison but this ability is like significantly worse than the Thief's potion ability.

Now the third ability, that might actually get some use. It basically reads "deal more towards physical resistant enemies" but honestly probably not by a lot.

Summary: Too many abilities focused on a gimmick that doesn't really work.

The Headhunter:
- Receives 1 Gold per Kill but every item costs additional 5 gold
- For every monster killed, gives an cumulative attack bonus of x% against that monsterclass. have a constant y% against the boss (i kill 3 goblins, i get an 3x% bonus against goblins from than on)
- Blood Pools remove Poison/Mana Burn


First ability is Midas Gloves, a 13 gold (I think) item that can be converted for decent conversion points. Actually it's Midas Gloves with a DRAWBACK, so I guess it's like... an ability worth 5 gold? Lame!

The 2nd ability is actually kind of interesting I guess and actually fit the criteria of helping the class kill higher level monsters. They aren't too many classes that focus on eating popcorn anymore but I'll get back to this later.

As far as the last ability go, it doesn't make thematic sense, and multiple blood pools don't really build up the way it does for the Blood Mage. I guess it's great on all those plant filled levels but eh.

As far as class design goes, it's... okay, but it does seem to step on the Crusader's toes a little.
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Re: New Abilites Suggestions

Postby Fran on Wed Jan 04, 2012 4:26 pm

Oh, ok. I didn't unlock the dragon shield or the elven boots this far. The rest seems obvious, now that you mention it.

So how could we build a concept around the ability that the arithmetic mean of both enemy resistances are used against all damage from the player; i meant both direct attacks as well as magic attacks.
So a fireball would be more effective against an magical reistant enemy and an direct attack would be more effective against an physical resistant enemy.
I think this is not as bad as it sounds; for example an enemy with 50% physical resist and no magical resist has only 25% resist against an normal attack so your damage is 1,5 times as big as it would be otherwise.
What could be added to complement this ability?
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Re: New Abilites Suggestions

Postby TigerKnee on Wed Jan 04, 2012 5:17 pm

A built-in BFS ability maybe.

"Reduces X Physical/Magic resistance when attacking" or whatever the game syntax would be.
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Re: New Abilites Suggestions

Postby Gorgon on Wed Jan 04, 2012 5:35 pm

The Mystic:
- Received Physical Damage gets treated as Magical Damage and vice versa
- Mana Potions heal HP and Health Potions heal MP
- Each attack gets treatet as being 50% magical and 50% physical


I have an idea.

-Received physical damage is divided by your level and subtracted from MP (e.g.: if your level is 10 and enemy attack is 120, you lose 12 MP). Excess damage is subtracted on HP.
-Magic costs HP (1MP = 1HP/level), HALPMEH recovers MP, BLUDTUPOWA blocks MP regen and doubles HP regen.
-Fireballs are treated as physical damage, normal attacks and pisorf are magical damage.

And I like the headhunter idea ;)
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Re: New Abilites Suggestions

Postby The Avatar on Wed Jan 04, 2012 9:22 pm

Weird, but interesting.

As for the headhunter:

Contracted: You get 1 (2?) CP per kill.
Genocide: +50% against whatever monster type you've killed the most. They have the marked status.
Bloodbath: Every blood pool removes poison, mana burn, one layer of weakening, one layer of corrosion, and heals 1 hp per level.
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Re: New Abilites Suggestions

Postby Fran on Thu Jan 05, 2012 12:49 am

I really like the suggestions so far!

Gorgon wrote:I have an idea.

-Received physical damage is divided by your level and subtracted from MP (e.g.: if your level is 10 and enemy attack is 120, you lose 12 MP). Excess damage is subtracted on HP.
-Magic costs HP (1MP = 1HP/level), HALPMEH recovers MP, BLUDTUPOWA blocks MP regen and doubles HP regen.
-Fireballs are treated as physical damage, normal attacks and pisorf are magical damage.


I like this alot more than my version and i also think it would be easier to implement. :)
You could start with magic because it's relatively cheap at lower levels and end up as a fighter because the 'manashield' gets better as you level up, great mechanic.

The Avatar wrote:As for the headhunter:

Contracted: You get 1 (2?) CP per kill.
Genocide: +50% against whatever monster type you've killed the most. They have the marked status.
Bloodbath: Every blood pool removes poison, mana burn, one layer of weakening, one layer of corrosion, and heals 1 hp per level.


I also like this alot, although I'm wondering about the numbers. Maybe the CP is too low? When there are about 20 Monsters in a Dungeon, you couldn't even get a single conversion out of it. Maybe 5CP per kill? Even as an elf you'd have to kill 14 monsters to get a conversion this way, still seems pretty weak to me or am i missing something?
I'd suggest to remove the healing on bloodbath and increase the CP instead, as the removal of weakening and corrosion has no other class?

What about an PISORF class or something that can reduce resistances as mentioned - suggestions anyone?
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Re: New Abilites Suggestions

Postby The Avatar on Thu Jan 05, 2012 12:55 am

I was making up the numbers. The reason I added the 1 hp per level is the pools would be useless if there weren't many monsters that gave status effects.
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Re: New Abilites Suggestions

Postby Darvin on Thu Jan 05, 2012 5:26 am

Generally speaking, I don't think the devs are going to implement new classes just on fan suggestions.

If the game is sufficiently moddable, the devs don't necessarily have to lift a finger :D
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Re: New Abilites Suggestions

Postby The Avatar on Thu Jan 05, 2012 12:07 pm

That would be awesome. AWESOME. INCREDIBLE!!!!!!!!!
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