Dwarf Fortress

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Re: Dwarf Fortress

Postby gjaustin on Thu Feb 09, 2012 3:36 pm

q 3 wrote:I figure I may as well offer some suggestions on how to improve the situation. I don't want to be the "this is too easy, nerf everything" guy, so here is my attempt at changing Mystera's boons so that they are (1) powerful enough to generally be worthwhile, (2) double-edged enough that you still need to think about whether to take each of them in any given dungeon, and (3) tilted somewhat in favor of fireball strategies, but not to the point that she's useless for anything else.

Magic: +2 max MP, increases max HP of all monsters by 5x their level (level 1s get +5 max HP, level 10s get +50) (monsters are not healed, but will of course regenerate to their new maximums). 10+15 piety cost.

Refreshment: Conversion also cures mana burn. (Also, either the effect should be permanent, or allow it to be repeated if you convert from Mystera and back again.)

Flames: +1 fireball damage per level, -3 max MP. Costs 40+30 piety (allows for up to three uses if you can somehow amass 210 piety, for a total of +3 damage/level and -9 max MP).

Weakening: Every time you attack or fireball a monster, both of its resistances are reduced by 3%. The effect stacks with BICEPS and the Piercing Wand. All monsters gain Fast Regen. (Does Fast Regen grant poison immunity? Maybe it should.)

Mana Leak: -1 MP cost to all spells, increases all monsters' phys AND magic resist by 30%. (You still have the problem of Wizards getting free LEMMISI and BICEPS, which can be solved via my earlier suggestion of increasing their respective costs: LEMMISI goes back to 3 MP and maybe gets some secondary bonus, like restoring HP/MP even if you're poisoned/mana burned; BICEPS goes to 3 MP and how provides ~45% bonus damage.)

~

I also think the fireball-related items could use some tweaking:

Piercing Wand: Reduces phys resist, too. Now it's a much better generalist item, akin to the Witchalok Pendant. Alternatively, for a solid specialist item, remove the resist reduction effect; instead, for +2 MP cost your fireball ignores half of the monster's magic resist (i.e. divide their resist by two; 50% resist only blocks 25% of your fireball damage, 75% resist blocks 37.5%) and ignores Counter Fireball.

Battlemage Ring: Adds +2 damage per level to fireballs, and increases cost of BURNDAYRAZ by +1 MP.

Crystal Ball: Each use increases the amount of XP you need to level up by +5 with each use - I think that's an interesting but not unworkable penalty, and fits with the flavor of the item (looking into the future too often takes its toll). Alternatively, make it less efficient, e.g. require 5 charges just to use it (6 charges restores +1 MP, 20 charges restores +15).


I'm not a fan of most of these suggestions. The only ones I'd like to see are Refreshment (which is mostly just a bug fix) and Piercing Wand.
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Re: Dwarf Fortress

Postby q 3 on Thu Feb 09, 2012 3:55 pm

I don't think any of my suggestions are actually nerfs - most of them are meant to increase the value of the various boons and items for most players. The only true nerf is to the Crystal Ball, and I think it's indisputable that that item is absurdly overpowered - it's essentially the same bonus as Mana Leak provides, only with no penalty whatsoever. Right now it completely outclasses specialty items in their own specialties!
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Re: Dwarf Fortress

Postby Darvin on Thu Feb 09, 2012 6:24 pm

Crystal Ball is right up there with the artifacts in terms of power. I like the idea of having the Crystal Ball require a certain number of charges to activate, thus meaning you can't just spam it to "top off" yourself.
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Re: Dwarf Fortress

Postby gjaustin on Thu Feb 09, 2012 6:50 pm

Darvin wrote:Crystal Ball is right up there with the artifacts in terms of power. I like the idea of having the Crystal Ball require a certain number of charges to activate, thus meaning you can't just spam it to "top off" yourself.


I'd like to see if not return 1 MP per cast. 1 MP per 2 casts or 2 MP per 3 casts would be much better.

Or it could work like the Fireheart - 5% MP per cast.
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Re: Dwarf Fortress

Postby Darvin on Thu Feb 09, 2012 7:43 pm

This would mean that for Elves and JJ/Mystera Worshipers it would be as good, or even better, than it is now.
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Re: Dwarf Fortress

Postby gjaustin on Thu Feb 09, 2012 8:01 pm

Darvin wrote:This would mean that for Elves and JJ/Mystera Worshipers it would be as good, or even better, than it is now.


Then 4% per cast, or cap it at 50%. I just don't want to see a "fix" that turns it into something as bad as Mage Plate.
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Re: Dwarf Fortress

Postby The Avatar on Thu Feb 09, 2012 8:50 pm

I like the % suggestion. It takes waaaay longer to stack.
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Re: Dwarf Fortress

Postby harfatum on Thu Feb 09, 2012 9:38 pm

Gaining fractional mana points means planning ahead would need a calculator, and I don't like that.
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Re: Dwarf Fortress

Postby gjaustin on Thu Feb 09, 2012 9:49 pm

harfatum wrote:Gaining fractional mana points means planning ahead would need a calculator, and I don't like that.


Fireheart and potions already do that, so it wouldn't be that much of an extra hurdle.
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Re: Dwarf Fortress

Postby The Avatar on Thu Feb 09, 2012 11:36 pm

You really don't need a calculator, except super-tight vicious runs.
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