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QCF Design Community • View topic - Post your class and glyph ideas here!


Post your class and glyph ideas here!

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Post your class and glyph ideas here!

Postby Drew on Sat Jun 04, 2011 5:45 pm

Have a really cool idea for a class or glyph? Post it here and then get bashed on for how unbalanced it is! :twisted:

So... anyone got cool ideas?
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Re: Post your class and glyph ideas here!

Postby spoomak on Sun Jun 05, 2011 1:37 pm

Golem glyph - You may summon a golem on any non-occupied floor-tile. The golem doesn't move but it always attacks the same enemy that the player attacks if the enemy is within the golem's reach. Timing-wise, the golem's attack comes after the player and the enemy. Enemies don't retaliate the golem. The player may pisorf the golem and naturally the player can wonafyt, pisorf and knockback enemies to the golem's vicinity. The player can attack the golem without fear of retaliation if, for example, the golem is blocking a path. Half-dragons love knocking back summoned golems to open paths in walls. Tikki Tooki likes golem-summoning for its unfair nature and rewards the player with one piety. Earthmother kills all player's golems if the player's piety goes below one. Golems can't hurt grass any more than the player can but Earthmother gives piety-penalty for trying it (doh!).
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Re: Post your class and glyph ideas here!

Postby Jedit on Sun Jun 05, 2011 3:00 pm

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Re: Post your class and glyph ideas here!

Postby MaximumSquid on Sun Jun 05, 2011 6:09 pm

I made another post, but I want to follow up some other ideas I had here:

Class: TYRANT
-
FEARED: after leveling up enemies permanently lose 5% of their max health (roughly 40% total by level 10)
DESTROYER: converting glyphs offers double the reward
UNYIELDING: cannot die from a single blow if health is full, immune to naga weakening ability

Class: SCOUT
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SCOUTING: while you have full health you can see 1 additional square
CROSSBOW: first attack against a foe deals +50% bonus damage and ignores physical resistance
TRAVELS LIGHT: gold and shops are replaced with power ups instead, -1 glyph slot

Class: RANGER
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PATHFINDER: all walls are revealed at the start and can pass through obstacles such as plants
LONGBOW: no retaliation from attacking an enemy with full health
NATURAL LORE: 20% resistance to physical damage, starts with +2 mana

Class: HUNTER
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TRACKING: after defeating a foe enemies of the same type are revealed
ADAPTATION: permanently adds +1 base damage for every enemy killed
AMBUSH: no retaliation for attacking enemies with full health who are alone

Class: DRUID
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CHANNELING: spells cost only 1 mana while your mana bar is full
COMMUNE: 4 Extra temples in dungeon
PROPHET: Can be host to 2 deities at a time, start with 40 piety

Class: NECROMANCER
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NECROMANCY: defeating a foe 2 levels lower than you adds 50% of their hp and atk to yourself for your next fight
DEFILER: randomly covert blood into +1 exp, base attack, mana, or health
WEAK STAMINA: 50% less health regeneration
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Re: Post your class and glyph ideas here!

Postby Jedit on Mon Jun 06, 2011 12:00 am

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Re: Post your class and glyph ideas here!

Postby metroid composite on Mon Jun 06, 2011 1:51 pm

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Re: Post your class and glyph ideas here!

Postby MaximumSquid on Mon Jun 06, 2011 5:13 pm

Jedit:

If I could I would love to test out custom classes in the freeware version for balance reasons, but the bottom line is that if something is too powerful it can be toned down.

If FEARED didn't apply to bosses; for example, TYRANT might be totally acceptable since you'd be only left with a version of CYDSTEPP that you can only use 2-3 times (even with a huge stack of health pots)

Another mod of FEARED might be to have it apply a flat percentage, but only apply to enemies of the level (or lower) that you have already slain. . . This would make it so on missions with 2 bosses if you kill the first the other one now becomes significantly easier to defeat, but only after getting over that initial hurdle

Also I think you greatly underestimate the ability to view terrain without actually walking over it
On missions where you need to win 2-3 in a row knowledge of the map becomes a far greater tool than simply running a class that is front loaded and getting lucky with the drop locations

Oh, and for reference, Crossbows are historically one of the earliest penetrating weapons created, but most modern day incarnations are illegal save for a diver's spear gun (shooting a bullet in the water will get you nowhere)

Moving on though. . . I am unfamiliar with Blue Beads, but as the final game rolls out there might be a lot more auto-win combos. . . honestly though I would only see that ability being overpowered if there were some 15 mana cost spells available

NECROMANCY only applies to enemies you kill that are 2 levels or lower so that class should be totally fine

My biggest hope though is that we see the elimination of leveling up mid fight, poison-running, and similar tactics being required to beat dungeons

Honestly I think if these were removed from the game we could see much better balance take shape
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Re: Post your class and glyph ideas here!

Postby zeemeerman2 on Mon Jun 06, 2011 5:39 pm

KAROSHI SUICIDE SALARYMAN (source: http://armorgames.com/play/2407/karoshi ... -salaryman)
-- FRIENDLY KAROSHI: All higher-level enemies have first strike against KAROSHI SUICIDE SALARYMAN.
-- KAROSHI'S DUTY: You don't gain XP from killing enemies. You level-up after killing yourself. Dying this way doesn't trigger game-over.
-- SUPER KAROSHI: You enter the state of being SUPER KAROSHI after leveling, being immune to all damage, but can't deal damage himself. It lasts until you touch gold. (think like how superman touches kryptonite.)

BANDAGE WOMAN
-- MEATY LOVE: Can't deal physical damage to Meat Man.
-- WALL JUMP: Can jump over walls. +80% dodge to attacks from enemies next to a wall.
-- REPLAY VALUE: When the dungeon is over, you see copies of yourself battling defeated enemies. You see one copy per slain enemy. (This should give a huge hint to the game I'm parodying.)

CITADELS PLAYER (http://en.wikipedia.org/wiki/Citadels_%28card_game%29)
As soon as the dungeon starts, choose three skills. You will keep these as your skills throughout the dungeon.
-- ASSASIN: When you enter the dungeon, choose a creature type. All creatures of that type are instantly killed. You gain XP as normal. Immune to bosses. (you can also choose creature types not in the current dungeon, so beware!)
-- THIEF: When you enter the dungeon, choose a creature type. When you defeat one of those creatures, you gain a random amount of gold.
-- MAGICIAN: When you stand on a square with a glyph, you may swap that glyph with a glyph in your inventory.
-- KING: You gain +1 gold for each gold stack you discover. Every time you level-up, you may switch this skill with another skill of this class.
-- BISHOP: You gain +1 gold for each temple you discover and for each boon you buy. You're immune to the first mana burn cast on you.
-- MERCHANT: You gain +1 gold for each shop you discover and for each item you buy. You receive 1 gold when you gain this skill. (at the start of the dungeon or if you convert from king)
-- ARCHITECT: The dungeon starts with +2 glyphs. You have +2 glyph slots.
-- WARLORD: You gain +1 gold for each glyph you discover and for each glyph you destroy. Destroying a glyph causes the next spell to cost half as much mana, rounded down.
-- QUEEN: You gain +3 gold if you gain gold while also having the class skill KING.

-- WITCH (can't be Assassin at the same time): At the start of the dungeon, name a creature type. You gain its special abilities.
-- TAX COLLECTOR (can't be Thief at the same time): You gain +1 gold whenever you use a glyph.
-- WIZARD (can't be Magician at the same time): You start with one random glyph in your inventory. The dungeon starts with one glyph less on the floor.
-- EMPEROR (can't be King at the same time): You gain +1 gold for each gold stack you discover. Each time you level-up, you're able to swap another class skill with another class skill that is not EMPEROR or KING. You can do this only once.
-- ABBOT (can't be Bishop at the same time): You gain +1 gold for each temple you discover and for each boon you buy. Your gold limit increases by 10 as long as you're Abbot.
-- ALCHEMIST (can't be Merchant at the same time): You're refunded all gold you're spending to buy shop items. (you don't receive any other gold income as the Merchant does)
-- NAVIGATOR (can't be Architect at the same time): You start with +4 gold and +4 glyph slots. All spells are 2x as expensive.
-- DIPLOMAT (can't be Warlord at the same time): You gain +1 gold for each glyph you discover and for each glyph you destroy. If you destroy a glyph or drink a potion, you lose poison done to you if you had any on you. Then you spread poison to all other enemies within 1 square distance. (so if you had poison before, you lose it and a nearby enemy gains poison. If you hadn't poison, the enemy doesn't get poison.)
-- ARTIST (can't also be Queen at the same time): All spells cost +1 mana, calculated before Navigator skill, and whenever you destroy a glyph, you gain an amount of mana equal to all glyphs destroyed before in this dungeon.
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Re: Post your class and glyph ideas here!

Postby metroid composite on Mon Jun 06, 2011 6:32 pm

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Re: Post your class and glyph ideas here!

Postby Nandrew on Mon Jun 06, 2011 8:29 pm

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