Really Big Sword

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Re: Really Big Sword

Postby gjaustin on Mon Jun 18, 2012 4:31 pm

Also, with curses being added, maybe Binlor's desecration penalty should be changed.

Instead of -50% resistances, make it 5 stacks of curse instead?
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Re: Really Big Sword

Postby subanark on Mon Jun 18, 2012 4:45 pm

The issue I have with cursed is that for non-resistance builds, you can pretty much ignore it. The same goes for the situational use of lowering resists of monsters. I would probably recommend that curse temporarly lowers resists by 15% per stack down to -50%. This way those that aren't stacking resists still get hurt by it, but those that do suffer more (since going from 50% to 35% is a lot worse than 0 to -15%). I would also have monster resists have a lower limit of -25% so that the things that do lower resist still have an effect (which would ultimately make RBS useful, possibly enough to need to to toned down).
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Re: Really Big Sword

Postby Lujo on Mon Jun 18, 2012 4:47 pm

Also, with curse being added there could maybe be a way to removing it by paying money? Like a potion? Or something?
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Re: Really Big Sword

Postby Darvin on Mon Jun 18, 2012 4:49 pm

No; Temp resistance and easier movement.

Very true, I was only considering in-combat effects there, though to be fair you can convert ENDISWAL pretty early if you just want to punch a few holes in the wall.

I feel it should stay both on hit and on kill, but you heal 1 stack of curse on level-up and there should be a glyph that enables you to avoid the on-kill curse.

Instead of -50% resistances, make it 5 stacks of curse instead?

Definitely an option.

The issue I have with cursed is that for non-resistance builds, you can pretty much ignore it.

Curse affects a broader range of characters than the old resist-down effect. It affects temporary resists, damage reduction, and it affects people who obtain resistances after falling prey to a curse.

Also, with curse being added there could maybe be a way to removing it by paying money? Like a potion? Or something?

Because curse heals naturally as you kill monsters, I don't feel this is necessary.
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Re: Really Big Sword

Postby Sidestepper on Mon Jun 18, 2012 4:57 pm

Darvin wrote:I feel it should stay both on hit and on kill, but you heal 1 stack of curse on level-up and there should be a glyph that enables you to avoid the on-kill curse.


Definitely agree with the level up idea. It's more consistent with how poison and mana burn operate, in that you can mitigate the long term effects by careful timing of level ups.
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Re: Really Big Sword

Postby subanark on Mon Jun 18, 2012 5:12 pm

I still think curse needs to be harmful in more situations... maybe:
No dodge
Cannot be protected from death
No first strike buff (you still strike first against lower level enemies).
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Re: Really Big Sword

Postby fall_ark on Mon Jun 18, 2012 5:13 pm

Oversight: Found the curse plant dungeon. Forgot that they have first attack. Acquired 10 stacks of Curse. Ouch.

Also tried a Monk run in Labyrinth with the Iron Man as optional boss. Bandits are....not that big of a problem.

subanark wrote:I still think curse needs to be harmful in more situations... maybe:
No dodge
Cannot be protected from death
No first strike buff (you still strike first against lower level enemies).


This got me thinking...
You know what would be hilarious? If Curse makes your attack bonus become 0%, so Monks and Wizards actually benefit a bit from it. XD
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Re: Really Big Sword

Postby Lujo on Mon Jun 18, 2012 5:25 pm

Darvin wrote:
Also, with curse being added there could maybe be a way to removing it by paying money? Like a potion? Or something?


Because curse heals naturally as you kill monsters, I don't feel this is necessary.


You do not simply... heal curse naturaly!

Back when stuff reduced resists I could get through a "resist down" Gaan'Telet floor without losing resists by simply not being hit by anything. Or settle for a hit or two, or even settle for waiting to buy resist items till the curse is gone. Now, unless I leave popcorn untill the end specifically to get rid of curse (2 possible floors), having just one layer stuck on me is game over as long as I need any ammount of resists to survive.
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Re: Really Big Sword

Postby Darvin on Mon Jun 18, 2012 5:46 pm

That's specific to Gaan-Telet; for every other dungeon you know what kind of threat you're facing from curse and can preserve popcorn accordingly. I see no reason to make fundamental changes to the game mechanics because of one scenario that plays substantially differently from the rest of the game (though I do sympathize).
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Re: Really Big Sword

Postby Lujo on Mon Jun 18, 2012 7:43 pm

It's true about it being specific in GaanTelet. I guess you really cant find clusters of fat creeps with curse anywhere else. Except Dragon Isles, where the exact same thing occured to me every time I tried it.

In VICIOUS scenarios in general, especially now that the lvling formula has been changed saving too much popcorn is not necessarily feasable. It's important to note that curse works differently than the old -res in this regard and devs should probably avoid huge clumps of big hp curse enemies unless they are 100% sure the level is supposed to be done without resists. It's harder to shake off than it looks. I guess that's why the matron does 75 Damage.

Gaan Telet should probably only have one curse floor at most.
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