Complicated Tasks, Pt 6 Help!

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Re: Complicated Tasks, Pt 6 Help!

Postby The Avatar on Mon Dec 19, 2011 1:40 am

KRUSHUM grants +1 base damage, stacking up to 5 max, till you attack a monster. Costs 3 mana.

Warlords

Ceaseless Fury: Starts with KRUSHUM
Brutal Onslaught: +20% damage to enemies with bad status effects, Slows monsters
Battle Hardened: Starts with +2 base damage, +3 hp, +10% attack bonus, and +2 mp


Probably an awful idea, but I'm putting it out there.

As for a PISORF character, the problem with this is that, like the transmuter, its performance is largely based on the number of walls in a dungeon.
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Re: Complicated Tasks, Pt 6 Help!

Postby q 3 on Mon Dec 19, 2011 2:47 am

I don't think CYDSTEPP is overpowered, so much as (1) Rogues are overpowered with it and underpowered without it, and (2) too many bosses (and normal monsters) are either particularly vulnerable to it and/or particularly strong against most other strategies (dealing heavy damage, having relatively low HP, having high magic resist, inflicting weakness/corrosion or reducing resists, etc.). In particular, I recognize that Gharbad was a relative pushover but nearly tripling his HP was just overkill (and that's even after Bleaty has already had his stats reduced once) - particularly when Medusa and the bandit boss (the true weaklings, IMO) are essentially unchanged.

Rogues could be fixed by increasing their HP and decreasing their attack bonus (-2 HP/level, +30% damage would probably be fair) although I think that makes them a lot less interesting. I'm still fond of the idea of increasing their offense boost but making it only kick in at > 50% HP.

Warlords are a solid class as is, I think - not too powerful, not too weak, relatively versatile and fun to play as. I'd rather not see them altered too much.

And I seriously doubt we are going to see new glyphs anytime soon, if ever. And personally I'd much rather see the existing glyphs get some balance tweaks - WONAFYT in particular needs some kind of change, probably a complete overhaul, there should be some sort of change to reduce the impulse to scum for the third tier glyphs (like my glyph shop suggestion posted elsewhere), etc.

I'd also kind of like to have IMAWAL work on empty tiles, creating a wall but not giving an experience boost - that would make PISORF and knockback damage in general much more reliable, without really unbalancing anything.
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Re: Complicated Tasks, Pt 6 Help!

Postby The Avatar on Mon Dec 19, 2011 3:10 am

WONAFYT is REALLY useless... and the IMAWALL idea sounds good! Believe me I was not happy when stone fist destroyed all the walls relatively near Evolvia, as a half-dragon. Here's an idea for Tomithy Longdall, make him corrode and weaken you too! And as for Medusa... just more hp is fine. Bleaty is by far the worst boss concept. It requires CYDSTEPP, or an obscene amount of magic power. (555 hp and 50% resistance in grimm's grotto?!) Bleaty needs a complete change. Nothing should have damage above 200. Even Björn. Or Rex. How about giving him normal stats and resistances. It is an interesting challenge that makes you try to defeat resistances.
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Damage: 75
Special: Resist 50% all
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Re: Complicated Tasks, Pt 6 Help!

Postby Darvin on Mon Dec 19, 2011 7:05 am

And personally I'd much rather see the existing glyphs get some balance tweaks - WONAFYT in particular needs some kind of change, probably a complete overhaul

WONAFYT and LEMMISI are the two that need real work. Everything else is at least useful, though I would like to see a little work go into BYSSEPS and GETINDARE.

I'm troubled by LEMMISI in its current incarnation. Beta dungeons tend to have significantly less inaccessible black space than alpha dungeons, so where you might get 30-50 extra tiles out of this glyph in the alpha, in the beta you get 10-15 tiles. I usually convert it on sight unless there's something dungeon-specific to combo off on. Something needs to give here, it needs more usefulness.


I'd also kind of like to have IMAWAL work on empty tiles, creating a wall but not giving an experience boost

I like it. It adds a little more versatility to a niche glyph, but not something overpowering.


Here's an idea for Tomithy Longdall, make him corrode and weaken you too!

Tomithy goes down so quickly that corrosion and weaken will never stack up to appreciable levels.
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Re: Complicated Tasks, Pt 6 Help!

Postby TigerKnee on Mon Dec 19, 2011 10:14 am

Speaking of lousy glyphs, the glyph magnet preparation that gives you either First Strike, Bysepps or Wonafyt is so terrible it's not funny.

Unless you're an Orc intentionally looking for a poor glyph so you can convert ASAP I suppose.
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Re: Complicated Tasks, Pt 6 Help!

Postby Gorgon on Mon Dec 19, 2011 11:34 am

LEMMISI should have its cost lowered to 1.

WONAFYT should create a specially strong monster, but give you 1.5x experience for killing it.

BYSSEPS should have its MP cost raised to 4, but make it stackable (up to 120%).

I don't think GETINDARE needs rebalancing.
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Re: Complicated Tasks, Pt 6 Help!

Postby The Avatar on Mon Dec 19, 2011 1:41 pm

I like GETINDARE...

WONAFYT shouldn't create a monster, it should up a monster's, your level or higher, stats

BYSSEPS would officially be the most incredible rogue glyph... combo with CYDSTEPP, and were talking 7 level higher kills.
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Re: Complicated Tasks, Pt 6 Help!

Postby Darvin on Mon Dec 19, 2011 7:15 pm

I like GETINDARE...

It depends on your class and how much inventory space you have going for you. My biggest complaint right now is more that GETINDARE and WEYTWUT have too much overlap. I'd like them each to diverge in their own separate direction.

For BYSSEPS, I'd like to see +20% damage bonus and +1 base damage per level. For GETINDARE, I'd like to see first strike and 3 points of damage reduction per level. This would diversify both of these glyphs and help them appeal to a wider range of races and classes.
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Re: Complicated Tasks, Pt 6 Help!

Postby The Avatar on Mon Dec 19, 2011 7:35 pm

Yes! But WEYTWUT would still be rather similar.
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Re: Complicated Tasks, Pt 6 Help!

Postby Gorgon on Mon Dec 19, 2011 7:41 pm

How about removing first strike from the slow effect, but making it stackable and lowering the cost for WEYTWUT? Each time an enemy is hit, it loses one level of slow. The slow effect would still make enemies with first strike lose their status.
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