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QCF Design Community • View topic - Class/Race concepts


Class/Race concepts

All things Desktop Dungeons

Re: Class/Glyph concepts

Postby Darvin on Sun Oct 12, 2014 3:53 am

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Re: Class/Glyph concepts

Postby Astral on Sun Oct 12, 2014 9:07 am

Maybe I'm alone with this, but I don't think dodge prediction would be broken for the jester (on my perma slowed version).

It was on a rogue, no doubt about it, but rogues have high damage, permanent 1st strike which is 1 extra attack on monsters. Precast getindares give a guaranteed dodge, and you could try your luck for 1 more getindare by chopping plants/hitting 1st striking popcorn. With 20% base dodge, or 30% with TT even a single getindare is meaningful.
And all this extra hits let you ignore the rogue's weakness of low health.

The jester has slow strike, so needs a combination of weytwut and getindare to first strike anyone. He has no damage bonus, so extra attacks of any sorts are less valuable on him. With every successful dodge, he's back to 0% dodge chance, so he needs multiple casts of getindare to reliably pull another one.

Just my 2 cents.
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Re: Class/Glyph concepts

Postby MTaur on Sun Oct 12, 2014 4:01 pm

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Re: Class/Glyph concepts

Postby MTaur on Sun Oct 12, 2014 4:03 pm

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Re: Class/Glyph concepts

Postby Astral on Sun Oct 12, 2014 7:35 pm

Yeah, without testing, trying to balance stuff is difficult. And thanks :)

I haven't mentioned it, but I like the Jester class, and if the Troll could be balanced that would be fun too. Maybe he should have some points of learning, to ease leveling? Or permanent Imawal-like xp multiplier? Who knows. But my favorite aspect of it is the double edged swift hand variation. I kinda always disliked assassins for it, swift hand is way too cheap and restrictionless for my taste :P
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Re: Class/Glyph concepts

Postby MTaur on Sun Oct 12, 2014 8:35 pm

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Re: Class/Glyph concepts

Postby Darvin on Sun Oct 12, 2014 8:42 pm

It's come up before, but the big problem is that Desktop Dungeons isn't really modding-friendly so they're just fun little ideas. If we could mod the game, I'd totally support a sub-forum for these kinds of discussions.
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Re: Class/Glyph concepts

Postby Sidestepper on Sun Oct 12, 2014 11:06 pm

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Re: Class/Glyph concepts

Postby flap on Mon Oct 13, 2014 6:13 am

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Re: Class/Glyph concepts

Postby MTaur on Mon Oct 13, 2014 11:20 am

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