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QCF Design Community • View topic - Good Versus Evil


Good Versus Evil

All things Desktop Dungeons

Re: Good Versus Evil

Postby subanark on Mon Jul 02, 2012 4:36 pm

It would be nice if B2P was useful on its own, so I would vote to keep it preferring to find glyphs first, but past that only focus on walls and no-pass areas (say 1 glyph percast revealed until all are revealed).

I think that there needs to be less syngery between using a health potion and burning it off with B2P (not an issue with Bloodmage, since he gets all his mana back from mana pots). Maybe add a side effect of "absorbs up to your level*2 in healing received, removed on level up".
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Re: Good Versus Evil

Postby Sidestepper on Mon Jul 02, 2012 4:51 pm

Agree that B2P should have some sort of innate functionality beyond its meta-magic uses. It was always an annoying dud if you found it without also finding a repeatable glyph. Even the Bloodmage himself would sometimes convert it out of frustration after finding WONFAYT, WEYTWUT, BYSEPS, CYDSTEP, and then finally fireball tucked away in the last corner of the map.

What if instead of making B2P weaker, we made LEMISI stronger? Specifically, what if LEMISI granted (Level +1) health per tile? That would fill the regen-enhancer slot, and also make the dichotomy between the two glyphs stronger.
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Re: Good Versus Evil

Postby fall_ark on Mon Jul 02, 2012 5:14 pm

Also, now that Lifesteal+B2P synergy got thrown out, is there any plans to make B2P more....hm, flexible/versatile?

You know what, it'd be hilarious if B2P absorbs bloodpools on the ground...I can't see the idea fit in the current paradigm, mainly because Bloodmage already get Mana from bloodpools and the difficulty in targeting sequence, but it's a reasonable thought.

Wait, how about this: if you stand on a bloodpool and use B2P, it will absorb the bloodpool thus lowering the health cost in this cast.

WHOA.
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Re: Good Versus Evil

Postby Darvin on Mon Jul 02, 2012 5:47 pm

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Re: Good Versus Evil

Postby The Avatar on Mon Jul 02, 2012 8:03 pm

That does sound cool. What if it didn't give mp for the squares? Then it'd be even more of a contrast.
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

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Re: Good Versus Evil

Postby Sidestepper on Mon Jul 02, 2012 8:25 pm

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Re: Good Versus Evil

Postby The Avatar on Mon Jul 02, 2012 10:17 pm

But you'd be getting double health regen, while they wouldn't. It makes you basically a monk.
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
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Re: Good Versus Evil

Postby Sidestepper on Mon Jul 02, 2012 10:21 pm

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Re: Good Versus Evil

Postby booooooze on Tue Jul 03, 2012 1:42 am

It appears that, at least as an assassin, poisoning an enemy that has full health causes some sort of infinite loop.

Devs, would you prefer that such reports go in bug reports or the thread for the update that seems to have caused them?
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Re: Good Versus Evil

Postby The Avatar on Tue Jul 03, 2012 4:16 am

Ah, that changes things. Wouldn't be nearly so good unless it was +1 hp per level, per tile.
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

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