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QCF Design Community • View topic - Class Challenges List


Class Challenges List

All things Desktop Dungeons

Re: Class Challenges List

Postby The Avatar on Fri Apr 06, 2012 10:29 pm

I say monster classes too! Why not? They need teaching just as much as other classes, if not more.

That Troll is the ultimate candidate for a high resist brawler who's used Binlor to wreck 50% of it's resist, and then JJ for 20 more.
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

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Re: Class Challenges List

Postby Fran on Fri Apr 06, 2012 11:15 pm

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Re: Class Challenges List

Postby Darvin on Sat Apr 07, 2012 12:47 am

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Re: Class Challenges List

Postby The Avatar on Sat Apr 07, 2012 1:54 am

I agree on predetermined deities. It's just like glyphs.
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

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Re: Class Challenges List

Postby Darvin on Sat Apr 07, 2012 5:43 am

Actually, that would make for great unlock conditions. Once you have the requisite deities, the silver challenges unlock.
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Re: Class Challenges List

Postby Fran on Sat Apr 07, 2012 7:39 am

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Re: Class Challenges List

Postby The Avatar on Sat Apr 07, 2012 3:27 pm

Well, we'll just have to wait and see what the devs do. It certainly could work either way.
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!
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Re: Class Challenges List

Postby Darvin on Sat Apr 07, 2012 5:51 pm

Deities are a significant part of the game, and when they're complete there will be a total of thirty-six challenges (forty-eight if the speial/monster classes also get included). I can't imagine that many dungeons just throwing out the deity system completely.
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Re: Class Challenges List

Postby Lujo on Sun Apr 08, 2012 12:16 pm

Having some sort of challenges involving gods (andmastering their abilities) is sort of necessary IMO. It could make a huge shift in the structure of the learning curve. The way it is now, one of the reasons the game is hard (to get into) is that it takes a while to master the gods since they are kept obscure by the story structure. Getting rid of this layer of "fake difficulty", and thereby letting people figure out what they have at their disposal with more ease would cetanly lead to having an easier time figuring otu the most optimal difficulty curve for the actual dungeons.

A good example of this "fake difficulty" phenomenon from my expirience was how the game changed from suspiciously difficult to a complete steamroll the moment I took a couple of test runs to actually figure out how exactly old GG worked. I seriously wasn't aware that a very, very fundamentaly broken feature was at my disposal for months and the instant I became aware of it... well, other vets know what happened...

I wrote about it quite a while ago, the lack of "gods" tutorial of some sort was part of the "why is this game hard to test/balance properly" list along with overbuffed features being taken for granted and the structure of end game challenges being unintuitive and applicable everywhere...

I could elaborate on this if peoplehave doubts or if I was unclear. :)
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Re: Class Challenges List

Postby Kevin on Sun Apr 08, 2012 2:29 pm

Another reason why having some sort of challenges involving gods is sort of necessary is that it's currently very possible to play the entire game while neglecting a certain god or two. In my playing experience, I've used the older GG a total of one time and the new GG absolutely never. I have Dark Souls left and whatever new class challenges remain, period.

The game forcing players to use and learn all deities through challenges would certainly enhance someone like me's experience w/the game, and I'm certain I'm not alone. It shouldn't be possible, much less desirable, for players to neglect a god for the entire game imo.
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