Monk(y) Island

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Re: Monk(y) Island

Postby The Avatar on Mon Apr 09, 2012 1:27 am

I guess, but what else do you dump? You can add one without conflict, remove bet on boss, and then Lucky Packets? They do suck, so why not?


EDIT: Ha! I didn't even know they already removed them.
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Re: Monk(y) Island

Postby Joist on Tue Apr 10, 2012 2:05 am

The bloodmage changes are interesting. Anyone tried this yet? Alchemist scroll + JJ (health) + gnome + tri-s if you can find it.
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Re: Monk(y) Island

Postby The Avatar on Tue Apr 10, 2012 2:49 am

They're bland and unthematical. Haven't wasted my time, and won't till I hear some reasoning or it changes.
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Re: Monk(y) Island

Postby Bloggorus on Tue Apr 10, 2012 4:00 am

The Avatar wrote:I personally support the glyph locker idea for the Wizards Tower. Also, thief preps need to be changed. I say make it work this way:

Guild: Adventuring Locker
Thieves Den: Make different subdungeon preps determining what kind you get. (i.e. Basic would be the one with the Genie and the mana potion, the one with some gold piles and a potion, etc.)
Church: It's fine with a few revisions.
Wizard's Tower: Glyph Locker please! Even if it is only for beta testing, it would help weed out a ton of glyph exploits.


Great idea, especially the glyph locker one. I use the glyph magnets occasionally, but they rarely work out the way I would have hoped, and I and up scumming.

Also the swap statsare super useful and it's hard to justify taking magnets over those.

I rarely use thief preps, so moving the magnets there might provide an elegant solution.

I suppose this kind of thing is already in the suggestions thread, surely it couldn't hurt to repeat it? 8-)
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Re: Monk(y) Island

Postby Darvin on Tue Apr 10, 2012 4:53 am

Great idea, especially the glyph locker one. I use the glyph magnets occasionally, but they rarely work out the way I would have hoped, and I and up scumming.

Also the swap statsare super useful and it's hard to justify taking magnets over those.

I rarely use thief preps, so moving the magnets there might provide an elegant solution.

If we have a glyph locker, then the glyph magnet preps will be obsolete and can be removed. Besides, I wouldn't want to remove Patches or the Smuggler's Den. Those are two of the more interesting preps.

I'd say retire bet on the boss, and move the booster swaps to the thief guild.
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Re: Monk(y) Island

Postby Joist on Tue Apr 10, 2012 8:24 am

I'd love a glyph locker but I think it'll never happen. It's too much of a game changer. It would open up so many new paths but require a lot of rebalancing.

There are many glyphs I'd like to construct builds around but the problem is I hate scumming. You need to find the glyph you want AND you need to find it in the first quarter of the map. You found PISORF but you were pumping +attack% instead of base attack? Oops. You found HALPMEH but were pumping max health instead of resists? Oops. Better to stick to reliable builds.
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Re: Monk(y) Island

Postby Bloggorus on Tue Apr 10, 2012 9:27 am

if anyone wanted proof that the rolls for monsters and glyphs at the beginning of dungeons have changed, check this out...

Image

is a weytwut supposed to be able to spawn on the ladder?
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Re: Monk(y) Island

Postby Bloggorus on Tue Apr 10, 2012 9:31 am

Joist wrote:I'd love a glyph locker but I think it'll never happen. It's too much of a game changer. It would open up so many new paths but require a lot of rebalancing.

There are many glyphs I'd like to construct builds around but the problem is I hate scumming. You need to find the glyph you want AND you need to find it in the first quarter of the map. You found PISORF but you were pumping +attack% instead of base attack? Oops. You found HALPMEH but were pumping max health instead of resists? Oops. Better to stick to reliable builds.


If you ask me that is the exact argument for a glyph locker. I don't see how it would require rebalancing; all it would do would be reduce scumming. Yes, some strats would be easier to achieve, but people scum for them anyway...

It would reduce the randomness factor, but that's a whole other issue that has to be dealt with in other ways.
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Re: Monk(y) Island

Postby Joist on Tue Apr 10, 2012 9:54 am

Bloggorus wrote:If you ask me that is the exact argument for a glyph locker. I don't see how it would require rebalancing; all it would do would be reduce scumming. Yes, some strats would be easier to achieve, but people scum for them anyway...

It would reduce the randomness factor, but that's a whole other issue that has to be dealt with in other ways.


It would require rebalancing because it changes the meta-game significantly. Every build will suddenly have a (basically) free glyph available to it. All the builds will change, every build could use a glyph. It also makes classes which grant a free glyph slightly less special and gives almost every race a free conversion level.

If it becomes an option people will start to believe that having the right glyph is a necessity instead of just a nice power boost.
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Re: Monk(y) Island

Postby Bloggorus on Tue Apr 10, 2012 10:02 am

Joist wrote:
Bloggorus wrote:If you ask me that is the exact argument for a glyph locker. I don't see how it would require rebalancing; all it would do would be reduce scumming. Yes, some strats would be easier to achieve, but people scum for them anyway...

It would reduce the randomness factor, but that's a whole other issue that has to be dealt with in other ways.


It would require rebalancing because it changes the meta-game significantly. Every build will suddenly have a (basically) free glyph available to it. All the builds will change, every build could use a glyph. It also makes classes which grant a free glyph slightly less special and gives almost every race a free conversion level.

If it becomes an option people will start to believe that having the right glyph is a necessity instead of just a nice power boost.


I honestly don't see the difference between this and scumming for an initial glyph. Sure, it removes the thrill of finding the perfect glyph in the first few steps, but hardcore players want the option.

At the moment the glyphg magnets provide a similar function, but they are too inconsistent for use. Either make them more specific, or get rid of them
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