Unofficial Balance Suggestions Thread

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Re: Unofficial Balance Suggestions Thread

Postby The Avatar on Fri Jan 20, 2012 12:21 pm

Nice list!


Item Balance
----------------------
Piercing wand: lower both physical and magical resist
Martyr Wraps: Start with 5 corrosion it lower physical resist by 3% per hit. Cannot go negative.
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Re: Unofficial Balance Suggestions Thread

Postby Gorgon on Fri Jan 20, 2012 12:32 pm

Mystera: reduce double-edge a little, lower cost for magic and weakening.

Piercing wand: buff mystera's refreshment

Orc: Nerf sensation stone to 150 cp. I wouldn't like it to be unlockerable, because the only reason I use the goblin is to level up early, saving lvl 1 enemies.

Martyr wraps: add weakening
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Re: Unofficial Balance Suggestions Thread

Postby The Avatar on Fri Jan 20, 2012 1:38 pm

Weakening is too good at low levels, but is too bad at high levels (excluding bosses like SMM or vicious Indomitable.
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Re: Unofficial Balance Suggestions Thread

Postby gjaustin on Fri Jan 20, 2012 3:33 pm

Lujo wrote:Reflex potions - Fix the tooltip to make it more understandable that you can in fact get 2 hits in. It was the biggest detractor from people "discovering" them earlier.


Are you sure this is actually the problem? I know I always LOVED Reflex potions and would even take them as preps at times. I never used them because I'd rather have the +3 attack from Trisword most of the time. That combined with momentum from when the boons that provided them sucked, explains why no one used them.

Your catch on a new way to use the Quicksilver Potions is really what the big change is. Though I suspect it won't make any significant difference in the non-extreme dungeons (i.e. not Naga City and Tower) due to few or no situations where you're willing to take damage to dodge Bleaty or a resist down enemy.

Still, good catch there.
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Re: Unofficial Balance Suggestions Thread

Postby Gorgon on Fri Jan 20, 2012 4:01 pm

Vampire: lower cp to 30

Dwarf: 70 cp, stacking HP. I like q3's idea.

Elf: 65 cp

Orc: if the sensation stone nerf is not enough, increase cp to 125

Animated armour: decrease attack and hp a little.

Binlor: make stone skin decrease 2 per hit, lower required walls per boon.
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Re: Unofficial Balance Suggestions Thread

Postby Lujo on Fri Jan 20, 2012 4:02 pm

Well, I would have "discovered" them earlier if the tooltip was more clear about what they do. The catch is that they only give first strike on the first of the two attacks, and you need the dodge setup to get a better cydstep out of them.

The effort required is just about right for them being balanced slightly above the curve, and they make quite good preps for hard hitters and anyone trying to avoid debuffs. They also make a great way to deal with glass cannon bosses, so I'm deffinitely using them on gold acquisition tinker runs, and getting 2 "free" hits in when you have enough damage is quite the deal - I've discovered them against the final boss in Dragon isles. The old genie boss, any major berserking bosses, and some of the guys in the demonic libraby also make good targets I guess.

Come to think of it, the only place one pair of them isn't a good idea is against damage sponges, and since you can prep them, you don't even have to "waste" a HP potion on them, or need to find TT.
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Re: Unofficial Balance Suggestions Thread

Postby gjaustin on Mon Jan 23, 2012 7:30 pm

New suggestions based on the latest patch:

Mystera - Mana Leak is a teeny bit too good. It probably shouldn't reduce the cost of any glyph below 2.

Crystal Ball - Also a teeny bit too good. The best fix would probably be to have it only add a charge if the glyph costs at least 3. Alternatively a charge cap (maybe 10) would make it a little weaker and also more fun - since you wouldn't have to run around spamming spells to charge it up as much.
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Re: Unofficial Balance Suggestions Thread

Postby Halion on Mon Jan 23, 2012 7:38 pm

gjaustin wrote:Crystal Ball - Also a teeny bit too good. The best fix would probably be to have it only add a charge if the glyph costs at least 3. Alternatively a charge cap (maybe 10) would make it a little weaker and also more fun - since you wouldn't have to run around spamming spells to charge it up as much.


While I agree that the Crystal Ball is an excellent item, I would be slightly saddened if it had a cap, since the capless nature makes it synergise so well with elves, a race I'm really very fond of, and who have been polite enough to generally avoid being involved in balance concerns.
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Re: Unofficial Balance Suggestions Thread

Postby Gorgon on Mon Jan 23, 2012 7:46 pm

JJ Boost Mana/Health: I wonder how good it would be if it gave 1 mana/health potion in exchange for 2 MP/15 HP...
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Re: Unofficial Balance Suggestions Thread

Postby Fran on Mon Jan 23, 2012 8:14 pm

Gorgon wrote:JJ Boost Mana/Health: I wonder how good it would be if it gave 1 mana/health potion in exchange for 2 MP/15 HP...


This is a worse trade off than the one you get by changing the race from dwarf to halfling or from elf to gnome, if you compare the CP costs of their conversions.
Additionally, the exchange from max HP for health is kind of the thing dracul does.
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