Some Thoughts on Items

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Re: Some Thoughts on Items

Postby Sythion on Tue May 22, 2012 2:32 pm

It'd be easier to balance sword and shield by upping conversion cost than by upping damage.
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Re: Some Thoughts on Items

Postby Darvin on Tue May 22, 2012 4:28 pm

Problem is that they're already pretty hefty CP fodder at 35, so I don't think you could buff them in that way either.
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Re: Some Thoughts on Items

Postby Sythion on Tue May 22, 2012 4:49 pm

Why not? Buffing the CP to 50 makes them more desirable, and plays up on their job as a use it then toss it item.
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Re: Some Thoughts on Items

Postby Darvin on Tue May 22, 2012 5:00 pm

Problem is at that point you're basically just prepping CP. Heck, we actually had an item from the alchemist that, until recently, was basically a flat +50 CP and only did more if you combo'd it off the sensation stone.
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Re: Some Thoughts on Items

Postby The Avatar on Tue May 22, 2012 5:10 pm

But they both have nice early game use.
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I speak chaos.
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Re: Some Thoughts on Items

Postby Sidestepper on Tue May 22, 2012 5:15 pm

I agree with what others have said about resist-down monsters distorting gameplay. While there are other monsters that permanently tax other abilities (e.g. corrosion and weakening) these creatures are limited to special case monsters that only appear in specific dungeons and are considered to be part of the unique challenge of those levels. I don't like having such creatures in the general pool, especially ones that specifically target three classes. If we must keep the mechanic, I say to either let resist down heal with level up like every other ailment used by the basic monsters, or allow burn salves to cure resistance loss.
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Re: Some Thoughts on Items

Postby gjaustin on Tue May 22, 2012 5:32 pm

Sidestepper wrote:I agree with what others have said about resist-down monsters distorting gameplay. While there are other monsters that permanently tax other abilities (e.g. corrosion and weakening) these creatures are limited to special case monsters that only appear in specific dungeons and are considered to be part of the unique challenge of those levels. I don't like having such creatures in the general pool, especially ones that specifically target three classes. If we must keep the mechanic, I say to either let resist down heal with level up like every other ailment used by the basic monsters, or allow burn salves to cure resistance loss.


Or, more simply, classes that start with resists have that as their minimum resists.

So no Berserkers with less than 50% magic resist, no Paladins/Gorgons with less than 25% physical resist, and no Monks with less than 50% physical resist.
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Re: Some Thoughts on Items

Postby Darvin on Tue May 22, 2012 6:53 pm

Considering that prevalent resist-down effects were largely aimed and reining in those classes, we've kinda gone full-circle if we do that :lol:
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Re: Some Thoughts on Items

Postby gjaustin on Tue May 22, 2012 7:20 pm

Darvin wrote:Considering that prevalent resist-down effects were largely aimed and reining in those classes, we've kinda gone full-circle if we do that :lol:


I have to disagree with that. The resist-down effects were aimed at weakening resist stacking.

Yes, resist stacking is easiest with the Paladin and Monk. But resist stacking was just as strong on a Priest or Thief, as long as you managed to find Pactmaker.

I still think that the correct solution was to make resists multiplicative, rather than additive.
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Re: Some Thoughts on Items

Postby Sythion on Tue May 22, 2012 7:55 pm

Hard to make resists multiplicative without a base. I suppose you could go multiplicative with lack of resist, with an equation like 100 - (100 - resist1) * (100 - resist2) etc., but that's a little obtuse.

I would rather see the -resist people take a % of your % instead of a flat rate. So if you have 50 resist a bandit might take 10 of that resist away, but if you have 10 resist he would only take away 2.
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