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QCF Design Community • View topic - Monster Classes!


Monster Classes!

All things Desktop Dungeons

Re: Monster Classes!

Postby Darvin on Thu Mar 01, 2012 12:53 am

If you're making a dungeon goat class, one of his class features must be named "Murder Bait".
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Re: Monster Classes!

Postby Kuranes on Thu Mar 01, 2012 3:37 pm

What about a monsterclass that starts off weak but gets stronger by converting? An item gobbler!
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Re: Monster Classes!

Postby Hammerfan on Thu Mar 01, 2012 7:21 pm

You know, I think that if Bandits get added, they should be a Special class (Like the Tinker, Crusader and Transmuter) instead of a monster class.

Here is what I think it could be...

Bandit
Outlaw:Starts with 3(2?) translocation Scrolls, but cannot buy anything fom item shops.
Greedy:Grabbing gold piles also gives you conversion points. (25 per gold pile?)
Dirty Fighter:Lowers enemy resists by 15% on physical attack.

Also, here is a Special class Version of the Warlock...

Warlock:
Specialist:Regular atack is exacly the same as the fireball gliph.
Power focus:Fireball damage increases by X% of TOTAL attack. BURNDAYRAZ costs 8 mp.
Sadist:Killing monsters restores 2 mp.
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Re: Monster Classes!

Postby The Avatar on Thu Mar 01, 2012 8:57 pm

Gaining mp from things is broken with the mystic balance. If you can get a fast level catapult you have a TON of fireballs to fling.
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Re: Monster Classes!

Postby Hammerfan on Thu Mar 01, 2012 9:10 pm

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Re: Monster Classes!

Postby Darvin on Thu Mar 01, 2012 9:13 pm

Fireballs modified by attack bonus would be broken (though to be fair, most of the suggestions in here would be broken). A human with a HP->Attack prep, attack badge, lots of conversions, and dwarf gauntlets can hit upwards of 300% damage on his fireballs. With the battlemage ring, a level 8 character would deal 120 damage per fireball.
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Re: Monster Classes!

Postby gjaustin on Thu Mar 01, 2012 9:14 pm

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Re: Monster Classes!

Postby Hammerfan on Thu Mar 01, 2012 9:28 pm

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Re: Monster Classes!

Postby gjaustin on Thu Mar 01, 2012 9:31 pm

Oh, certainly. From a programming perspective they could make the spell cost random(12)/3.14 MP if they wanted :)

I'm just saying that the way Mystic Balance seems to coded currently wouldn't work with that.
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Re: Monster Classes!

Postby xspeedballx on Thu Mar 01, 2012 11:43 pm

From a conversion perspective I think a monster that gets a humungous bonus after a large conversion threshold(like 500) would be interesting if only because it is more of an unexplored design space.

Essentially make it pretty week until you go out of your way to convert a lot of things, encourages early exploration. Monster Class Animated Armor :P
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