IMAWAL

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Re: IMAWAL

Postby Lujo on Wed Jul 18, 2012 7:02 pm

Fran's right, except I'm not sure the arguments against slow are more along the lines of "overlaps with 2 existing glyphs" than power considerations. These discussions always sort of spin out of controll :D


Bottom line, the way I see it, is that popcorn's too valuable to waste, and a couple of things are possibly too limited in availability and various guys see need for various things with some degree of overlap.


I'd love it if the devs decided to clue us in on what they think about the glyph and what's their line of reasoning for or against various suggestions - I guess that would be educational even if whatever they do to IMAWAL turns out something us guys could never come up with. Although I don't feel entitled to anything, because the server probably killed some of their will to live and I guess they need more support than pulling on sleeves right now...
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Re: IMAWAL

Postby The Avatar on Wed Jul 18, 2012 8:46 pm

I think stoned could be reasonable if it gave 25% resist all while stoned.
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Re: IMAWAL

Postby fall_ark on Thu Jul 19, 2012 1:16 am

Darvin wrote:
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.


Fran wrote: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?



Geez guys. Alright, I was stupid back there :lol:

Slow already negates many enemy traits though. Also resistance shouldn't be ignored.

Lujo wrote:Fran's right, except I'm not sure the arguments against slow are more along the lines of "overlaps with 2 existing glyphs" than power considerations. These discussions always sort of spin out of controll :D


The thing is I see WONAFYT and WEYTWUT as exactly the reason the devs don't want to make slow too available: WONAFYT has little control over the opponent and usually doesn't survive to late game. WEYTWUT's high cost is more a way to limit Slow than adding the price of the teleportation effect. A cheaper and controllable Slow effect would be strong in the sense that it was rare before.
But then I remember Earthmother, oh well.

The Avatar wrote:I think stoned could be reasonable if it gave 25% resist all while stoned.


That might work.
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Re: IMAWAL

Postby TigerKnee on Thu Jul 19, 2012 2:40 am

Weytwut reminds me of a certain series of cards in Magic the Gathering called the "Charm" series (e.g Piracy Charm). It offered 3 effects, usually 1 general and 2 niche, at the cost that said effect was usually costed 1 mana more than usual.

In theory, the mana cost was the drawback for the flexibility it provides but the latter would win out. As it turns out, it was a deal breaker and it didn't become a staple card like its creator intended.

Still I guess we don't want glyphs to become no-brainers, so I suppose maybe it's in a good place now...?
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Re: IMAWAL

Postby The Avatar on Thu Jul 19, 2012 5:31 am

Hmm... Maybe 7 or 6? I dunno, I don't use it enough.

Still, on the topic of IMAWALL, I'm really liking the idea of removing poison, mana burn, curse, weakening, and corrosion for one hit in exchange for 25% resist to the monster for the same hit.
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Re: IMAWAL

Postby Bloggorus on Thu Jul 19, 2012 8:11 am

I suggest a change from the term 'stoned' to something appropriate like 'petrified'.

Not that I'm a teetotaller, but the silly jokes could get waaaaaay out of hand.
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Re: IMAWAL

Postby Bloggorus on Thu Jul 19, 2012 8:16 am

Lujo wrote: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.


Pretty sure knockback damage stacks: ie binlor knockback + mace + pissorf equals around 80% damage.

I've used it a few times with the old orc, it can be very effective, especially for hybrid builds.

Being able to push your knock-back right into the 2-300% range could make it extremely effective, especially with the orc, trisword and other swords.

Knockback is tricky to use, but you should be rewarded for going the extra mile with monster placement.
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Re: IMAWAL

Postby Nandrew on Thu Jul 19, 2012 11:14 am

Bloggorus wrote:I suggest a change from the term 'stoned' to something appropriate like 'petrified'.

Not that I'm a teetotaller, but the silly jokes could get waaaaaay out of hand.


Heheh, some of the old Alpha dungeon achievement titles played that up quite mercilessly. :P

IMAWAL ... possibly not going to become a top-tier glyph anytime soon, and I'm still of the opinion that it's worth a cast or two even in less permissive situations.

We're buffing it slightly and -- I think -- attaching a minor new flexibility to it which can be useful to responsible players.
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Re: IMAWAL

Postby The Avatar on Thu Jul 19, 2012 11:51 am

Well that's good news! At least it won't instant fodder.
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Re: IMAWAL

Postby Bloggorus on Thu Jul 19, 2012 12:48 pm

Good to see imawal get attention. Almost every glyph has been expanded as made more flexible since alpha, I look forward to its new incarnation. I've tried so hard to use it effectively, and almost always find myself regretting it
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