IMAWAL

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Re: IMAWAL

Postby Lujo on Mon Jul 16, 2012 8:08 pm

All true, no fear about spam here, also, i'd like if IMAWAL got attention first so will refrain from derailing all this further. The vid'll hopefully be up tommorow sometimes, so check the LEMISI use there (it's patently stupid and powerfull, a bit circumstantial, but I've done it elsewhere.)

EDIT: Although the whole "Exactly how First Strike translates into damage dealt / tanked" and "Case study of the Rogue" really does warrant a facultative discussion & number crunching thread. What is obvious in that whole bussiness is just the tip of the iceberg it seems.
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Re: IMAWAL

Postby Darvin on Mon Jul 16, 2012 9:10 pm

Will reserve judgement on LEMMISI until I see your video.

As per IMAWAL, I'm on the edge as to your suggestion. On the one hand, a way to clear out curse, corrosion, and weakening seems appealing, but on the other hand this probably only makes it even more predisposed to being used in specific circumstances rather than in a general case.
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Re: IMAWAL

Postby Bloggorus on Wed Jul 18, 2012 4:56 am

IMAWAL needs to be fixed- the only time i ever use it is with earthmother, otherwise its an instant convert.

I think we all agree that popcorn loss is not worth a few measly exp. That popcorn is worth exp AND a potential level up and full heal. Not to mention the danger of creating walls in a maze dungeon. Here are some ideas for tempting the playwer to waste their popcorn...

Solution 1: IMAWALing a monster give the player a wall destruction thing (from the barbarian challenge). Blocking one way reveals another...

Solution 2: IMAWALing a monster gives the player 5% permanent knockback damage. (could also be 100 temporary)

Solution 3: IMAWALL grants 50% magic resistance (not stacking). The counterpoint to ENDISWALL and a good way to use unneeded monster resources to tackle something nasty (think monk)

Solution 4: IMAWALLing a monster removes five layers of curse.

Solution 5: IMAWALLing a monster reduces the maximum health of all visible monsters by 5%. (Zot for cheapskates)

Solution 6: IMAWALL grants immunity from the next incurred status effect.

Solution 7: IMAWALL grants bonus to base damage equal to (your level) + (monster level) or something scalable (cant be bothered with maths)

All off the top of my head. Ideas anyone???
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Re: IMAWAL

Postby The Avatar on Wed Jul 18, 2012 12:33 pm

I must say I like 2, 3, 4 (if it was toned down to 3 layers), and 6. Although I must admit 2 is my favorite. You're making a wall to destroy a wall, and it uses knockback, which is the most underused effect ever.
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Re: IMAWAL

Postby Lujo on Wed Jul 18, 2012 2:11 pm

I wouldn't mind the knockback bussiness on top of anything, but what I'd really like is a way to increase the knockback damage on PISSORF.
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Re: IMAWAL

Postby Fran on Wed Jul 18, 2012 2:26 pm

I like 5 because its so wonderful broken. It's like a global, everlasting poison that works on undead as well with reduced mana cost.
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Re: IMAWAL

Postby fall_ark on Wed Jul 18, 2012 3:29 pm

Fran wrote:I like 5 because its so wonderful broken. It's like a global, everlasting poison that works on undead as well with reduced mana cost.


Stick it on the Gorgon: Then it becomes a glyph that compliments its Death Gaze but at the same time conflict with it. How wondrously ironic.

Personally I'm leaning towards a "higher-level-monster" oriented change. E.g. removing stacks of negative effects based on enemy level, recovering health/mana based on enemy level, EXP/Conversion bonus based on enemy level, etc.

Knockback sounds interesting too, but probably harder to justify.

Here's another crazy thought:

1. IMAWAL slows the enemy instead of turning them into stone.
This is too op in itself, so maybe:
2. IMAWAL a slowed enemy turns them to stone, with some benefits. (Either reduce the glyph cost or give you back some mana if you turn a monster into stone)
But since constant slow is still too powerful:
3. In addition to slowing the enemy, IMAWAL adds 5% resistance to them, since they are slowly turning into indestructible objects. Still IMAWAL shouldn't be blocked by magical resistance (I think).

Or the alternative version: IMAWAL gives the enemy "Stoned" effect, which temporarily removes all existing monster traits. IMAWAL a Stoned monster turns it into stone, with some mana given back. A monster loses the Stoned effect and regains his original traits when dealt damage.
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Re: IMAWAL

Postby The Avatar on Wed Jul 18, 2012 3:53 pm

I like the stoned idea! I REALLY want to be able to junk some monsters traits.
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Re: IMAWAL

Postby Darvin on Wed Jul 18, 2012 4:30 pm

1. IMAWAL slows the enemy instead of turning them into stone.
This is too op in itself, so maybe:

How is slowing an enemy overpowered in the slightest? The bigger problem is it's just a cheaper version of WEYTWUT.
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Re: IMAWAL

Postby Fran on Wed Jul 18, 2012 4:44 pm

So slowing a monster (which means exactly one free attack and a little bit of bonus exp) is OP, while stripping a monster of all of its traits for one attack is perfectly fine?

Protection from mana burn, poison, berserk, corrode, weakening, retaliate fireball and piercing the resistance of monsters is less OP then a single extra attack?
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