New Abilites Suggestions

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Re: New Abilites Suggestions

Postby Fran on Thu Jan 05, 2012 1:10 pm

How about adding a custom class in the game itself in the first place?
The player could choose 3 abilities from a pool of already existing/unlocked ones and tweak their numbers.
The class wouldn't count in order to unlock anything /quests.
You could experiment all you want and give yourself challenges without removing the difficulty of the overall game, even without being a modder yourself!
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Re: New Abilites Suggestions

Postby gjaustin on Thu Jan 05, 2012 3:11 pm

Fran wrote:How about adding a custom class in the game itself in the first place?
The player could choose 3 abilities from a pool of already existing/unlocked ones and tweak their numbers.
The class wouldn't count in order to unlock anything /quests.
You could experiment all you want and give yourself challenges without removing the difficulty of the overall game, even without being a modder yourself!


Oh my. You could build some seriously busted stuff with that due to how the abilities are split out.

Monk Resists, Monk Regen, Berserker bonus attack

Thief dual effect potions, Priest full health potion heal, Bloodmage full mana potion heal

Wizard reduced glyph cost/attack, Rogue bonus attack, Monk resists
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Re: New Abilites Suggestions

Postby TigerKnee on Thu Jan 05, 2012 4:11 pm

Yeah, it's quite funny that you can make a strictly better Monk just by removing an ability that is purely downside (as opposed to the Wizard's or Berserker's abillity, which is both downside/upside.)

Come on devs, roll it into one ability already and then give the Monk another.
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Re: New Abilites Suggestions

Postby Fran on Thu Jan 05, 2012 4:17 pm

gjaustin wrote:Oh my. You could build some seriously busted stuff with that due to how the abilities are split out.

Monk Resists, Monk Regen, Berserker bonus attack

Thief dual effect potions, Priest full health potion heal, Bloodmage full mana potion heal

Wizard reduced glyph cost/attack, Rogue bonus attack, Monk resists


Of course you could, but then again, you as the player know that there is not much skill required by abusing it and it wouldn't count to unlock anything, so for the people that would like to have an easy game, they could have it.
Also, this would make things easy to test as you could setup some of the abilities you'd otherwise want to scum for.
You could just have an easy run if you're in the mood and as games are about challenge and fun, this surely would make for a nice break of the challenge once in a while.
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Re: New Abilites Suggestions

Postby gjaustin on Thu Jan 05, 2012 4:25 pm

Fran wrote:
gjaustin wrote:Oh my. You could build some seriously busted stuff with that due to how the abilities are split out.

Monk Resists, Monk Regen, Berserker bonus attack

Thief dual effect potions, Priest full health potion heal, Bloodmage full mana potion heal

Wizard reduced glyph cost/attack, Rogue bonus attack, Monk resists


Of course you could, but then again, you as the player know that there is not much skill required by abusing it and it wouldn't count to unlock anything, so for the people that would like to have an easy game, they could have it.
Also, this would make things easy to test as you could setup some of the abilities you'd otherwise want to scum for.
You could just have an easy run if you're in the mood and as games are about challenge and fun, this surely would make for a nice break of the challenge once in a while.


I (mostly) agree with you there. My first impulse was that the idea was overpowered, but then the thought of all the funny options made me giggle enough that I came around to it..

I'd support this on two conditions:

1) There's a very challenging quest to unlock it - perhaps beating the Tower. This would be a reward for "beating the game". That way you've earned the right to break the game, rather than having it handed to you from the start.

2) Monk Resist and Transmuter mana regen can't be selected.
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Re: New Abilites Suggestions

Postby Fran on Thu Jan 05, 2012 4:59 pm

This sounds like a good idea, although i think that i wouldn't be able to unlock the class this way :D

Maybe you could unlock the class in midgame and have to unlock the abilities?
You get the first/least useful ability of a class by beating any normal dungeon with the class, the second beating any hard and third/most useful beating a (specific?) vicious dungeon? There's still the reward part without locking less skillfull players out.

I think the Monk and Transmuter will be changed somehow sometime in a way that they are more balanced.
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Re: New Abilites Suggestions

Postby Crawly McCrawlsa on Thu Jan 05, 2012 6:15 pm

Uber challenge:
Monk's "Hand to Hand", Wizard's "Magic Affinity", Transmuter's "Earth Focus". Now try to win.
-55% starting attack bonus, -2 base damage per level.
-5 starting mana, no natural mana regen.
glyphs cost -1.

Lol, suicide?

Or even swap -25% damage and glyph cost reduction for rogue's -5 health per level but +50% damage. Cut your health in half and only recieve 20% bonus attack after all is said and done.
And what about vampire's "Damned" No resistances, exhausted when not fully healed, restores only 1 health per tile.
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Re: New Abilites Suggestions

Postby The Avatar on Thu Jan 05, 2012 8:44 pm

Ouch. You could have some super crappy combos, and some gamebreaking ones too. I think when you beat Gaan-Telet you can unlock the chamber of the gods. A dungeon where you can edit anything (monsters type, the boss, shops, altars, class abilities). You can't change the balance of the game by spawning unlimited glyphs, but you can change them to get good combos.
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Re: New Abilites Suggestions

Postby Fran on Thu Jan 05, 2012 8:54 pm

I like the idea to have a dungeon you can build yourself, although in my opinion, it would be pointless to limit the custom classes to this dungeon:
After all, you could just rebuild the other dungeons in the edit dungeon. It would only produce unnecessary work for the player without restricting him to do the other dungeons.
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Re: New Abilites Suggestions

Postby The Avatar on Thu Jan 05, 2012 8:58 pm

You said it doesn't count for completion but you could still grab a dragon shield or Avatar Sumbol if Gaan-Telet was the first Vicious you beat.
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