[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 120: preg_filter(): The /e modifier is no longer supported, use preg_replace_callback instead
QCF Design Community • View topic - Monster Classes!


Monster Classes!

All things Desktop Dungeons

Re: Monster Classes!

Postby Hammerfan on Thu Mar 08, 2012 9:42 pm

Hammerfan
 
Posts: 49
Joined: Tue Jun 07, 2011 1:13 pm

Re: Monster Classes!

Postby The Avatar on Thu Mar 08, 2012 10:14 pm

The third ability is a bit too specific. Perhaps just -5 starting mana, as that would only allow two HALPMEHS, and you would have 0 left over then, not 3. I think 50-60 CP would be good. For example, an elf gets approximately 22 mana on average, 9 more than normal, with a 50 rate you could get 12-13% on average, 17-20% on conversion focused runs.
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!
User avatar
The Avatar
 
Posts: 4720
Joined: Mon Sep 12, 2011 8:52 pm

Re: Monster Classes!

Postby gjaustin on Thu Mar 08, 2012 10:18 pm

You could always give him the same ability as the Vampire: He doesn't regen mana unless at full health.


That keeps the thematic similarities of being Undead, and weakens HALPMEH by quite a lot.


Edit: He should probably be immune to Poison as well.
gjaustin
 
Posts: 1113
Joined: Mon Aug 29, 2011 1:29 am

Re: Monster Classes!

Postby Hammerfan on Thu Mar 08, 2012 10:20 pm

Well, yes, there is a problem with the third ability, but while your suggestion limits HALPMEH, it also really criples other gliphs when there really isnt a problem with the wraith using them (or at least i dont hink there is).

Rembember, Its not allways about what the ablity is, sometimes its about what the ability COULd be.

Edit: That could definetely work gjaustin. Poison imunity also means he doesnt get completly screwed over by Snakes. (bandits on the other hand...)
Last edited by Hammerfan on Thu Mar 08, 2012 10:22 pm, edited 2 times in total.
Hammerfan
 
Posts: 49
Joined: Tue Jun 07, 2011 1:13 pm

Re: Monster Classes!

Postby The Avatar on Thu Mar 08, 2012 10:21 pm

And mana burn. But keep this in mind: The vamps undead ability only gives you poison and mana burn ability. His Damned ability is what disables his regens and resistances.
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!
User avatar
The Avatar
 
Posts: 4720
Joined: Mon Sep 12, 2011 8:52 pm

Re: Monster Classes!

Postby rdtheta on Sun Mar 11, 2012 6:37 pm

On trying to find some crazily different ways of approaching the game, here's what I got:

Half-Phoenix
Bird Brain: Exp required for level gain is 1 +1 stacking. (meaning: to get lvl 2 costs 1 exp, lvl 3 costs 2, lvl 4 costs 3 etc) but gain only 20% of normal lvl-up stat increases.
Birth From Ashes: If you die as at level 10, revert to a level 1 (keep your items, boons etc but not your base stats)
It's a Bird, It's a ...yeah, it's a bird: Enemies don't block your path (must still have a revealed square to click on)
Fan the Flames: 1 Burning strike per (100?) Conversion points

So, probably completely unviable, as with most of these. Not sure if it's crazy underpowered or crazy overpowered with the stated math.
rdtheta
 
Posts: 5
Joined: Sat Mar 10, 2012 12:46 am

Re: Monster Classes!

Postby The Avatar on Sun Mar 11, 2012 7:06 pm

It's funny and interesting, but I have no idea whether if it would be super powerful or not. Probably underpowered as a fighter, as you can't get your hp high enough (But since you can level up a ton of times a Troll Heart would be BROKEN). As a spell caster they would be great, as you could constantly refill your mana though level ups.
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!
User avatar
The Avatar
 
Posts: 4720
Joined: Mon Sep 12, 2011 8:52 pm

Re: Monster Classes!

Postby rdtheta on Sun Mar 11, 2012 7:45 pm

Yes, The Avatar: Alchemist Scroll, Namtar's, Troll Heart and likely some others might have to be defined to work only once for each level of the same number (ie use it on the second time you're level 4, next time around it says "used for this level". Not sure if there's some mitigating balancing for the spellcasting problem. Can't decide if all the extra mana is in some way mitigated by fireball being tied to level, so when you reset you now have sucky fireballs again.
Also in something like Naga City where you can't go back for "popcorn" kills, it would be useless.


Anyway since these are fun to think about, how about another?

Ghost of Adventurers Past
Sent Back: start dungeon as level 2
Immaterial: 0 attack damage, can't hold non-glyph items.
Possession: Take control of enemy of lower level than you. You attack using its stats until it dies.
Knowledge of the Afterlife: 10 Piety from 100 Conversion Points

Again, I've prioritized being wacky over seriousness of balance. Again, I see that Naga City doesn't work with this alternate attack scheme. oh well.
rdtheta
 
Posts: 5
Joined: Sat Mar 10, 2012 12:46 am

Re: Monster Classes!

Postby Murdus on Sun Mar 11, 2012 8:29 pm

Would LOVE that in Vicious Halls of Steel.
User avatar
Murdus
 
Posts: 74
Joined: Sun Oct 02, 2011 2:06 pm

Re: Monster Classes!

Postby The Avatar on Sun Mar 11, 2012 9:11 pm

Oh lord yes. That would be a GODSEND. Namtar on the other hand would suck unless you had a bunch of monsters with first strike. Or you got some level 9 frozen trolls.
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!
User avatar
The Avatar
 
Posts: 4720
Joined: Mon Sep 12, 2011 8:52 pm

PreviousNext

Return to Desktop Dungeons

Who is online

Users browsing this forum: No registered users and 68 guests