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Re: Roguelike Refinements
Posted:
Sun Aug 26, 2012 7:07 pm
by booooooze
Re: Roguelike Refinements
Posted:
Sun Aug 26, 2012 7:31 pm
by Lujo
Re: Roguelike Refinements
Posted:
Sun Aug 26, 2012 8:09 pm
by The Avatar
Very true. I'd been abusing Binlor for about 3 months to get a win with every class with every badge on the 4 Vicious dungeons. Then I showed it and Binlor got hammered the next update.
Re: Roguelike Refinements
Posted:
Sun Aug 26, 2012 8:38 pm
by Wargasm
If Binlor is as dwarfy as I imagine him to be, he probably spends a lot of time hammered.
Re: Roguelike Refinements
Posted:
Sun Aug 26, 2012 8:46 pm
by Lujo
Re: Roguelike Refinements
Posted:
Sun Aug 26, 2012 9:03 pm
by The Avatar
It was a really unobtrusive feature. You had Stone Skin at level 1. An awful move normally.
Re: Roguelike Refinements
Posted:
Tue Aug 28, 2012 11:21 am
by Blovski
Hang on - says on Binlor's altar that Stone Heart only affects visible enemies? That can't be right...
Also, Orc Pisorfing Wizard of Binlor is enormously fun (Specialist, Parched, Unstoppable on Rock Garden)... I got a level 5 boss kill without potions or boons
Re: Roguelike Refinements
Posted:
Tue Aug 28, 2012 1:06 pm
by Sidestepper
That change happened during the big Binlor rewrite, when the devs finally decided to stop us from grabbing all of Binlor's boons at 1st level. Personally, I think that limiting us to only using visible walls contained Binlor just fine, and that the Stoneheart change goes too far. By the time I finally find the monsters I would be interested in Stonehearting, exploration is mostly done and it's too late.
Re: Roguelike Refinements
Posted:
Tue Aug 28, 2012 3:19 pm
by Darvin
Agreed; stone heart is very marginal in the current form. Unless you get really lucky, by the time you've actually revealed the monsters you want to erode resistances it's too late to leverage it effectively.
Re: Roguelike Refinements
Posted:
Tue Aug 28, 2012 9:04 pm
by Darvin