by thzfunnymzn on Tue Dec 25, 2018 7:51 am
Just to re-iterate, I'm not definitively holding to the suggestions I've stated, as I've bought up the idea mostly from an aesthetic and consistency perspective. Despite my joke, I'm not actually complaining about Frostbite's difficulty, nor am I saying anything about the balance. I recognize I have no right to talk about either until fully playing it. (Same with my initial statement about Heretic). However, I am still maintaining some argument as I think there is still something to defend here.
1) Even if we grant that Soul Orb, Viper Ward, etc, are poor design because of shutting down aspects of the game, fact of the matter is, that is part of Desktop Dungeon's design. Adopting a different philosophy for new statuses introduced in Extreme Edition will subtly shift Extreme Edition away from Desktop Dungeons. The example I give with Crusader is that, if West, North, and Central also introduce new statuses that may or may not have aesthetic reasons for him to be immune too, with god boons also doing nothing in relation to new statues, then Crusader has been subtly nerfed in Extreme Edition, since his entire gimmick rests upon status immunities and converting between multiple gods (or getting an easy desecration that another class couldn't get). I'm not definitively saying this has happened: I haven't played enough to make that judgment. But I am bringing up the point of staying consistent with Desktop Dungeon's design philosophy.
2) I'm not granting that Viper Ward is poorly designed, even for Jormungandr. Because Jormungandr is fought in the early game, when the player very likely has neither Viper Ward nor HALPMEH, and when the new player is still just getting used to the game. Mid-game items breaking an early game boss is nothing exciting.
On the other hand, what about Namtar or the Matron's guards? They have Poison and Mana Burn strikes (at times), but they ain't trivialized by said items. Furthermore, there's the question of whether or not its prudent to buy said items, instead of another item that presents itself.
Now, something like Gobbo Assassin of TT, yes, he definitely ignores too many aspects of the game for my liking. Same with Yendor (except for Goatperson or Rat Monarch). Enough so that I don't consider Gobbo Assassin wins to be true wins outside of the very high level dungeons. I definitely wouldn't want something that crazy in EE, though they are still part of DD's design, and that's not trivial. As for whether or not the Frostbite clears I've mentioned are in the Viper Ward category or Yendor category, I guess I'll find out when I actually play the later levels.
3) I agree that Frostbite immunity would roll all over Everfrost Peak. But I can't bring myself to let go of my position because of that, when something like Crusader in the Ick Swamp / Cursed Oasis currently exists anyways. Or a lvl.10 Assassin vs the Matron's guards. Some classes just simply break certain dungeons; it's probably why some of the base game's quests involve using lesser used class / race / dungeon combos. (Tbf, Crusader doesn't null Ick Swamp's bosses' Weaken Strike. Still ignoring the flower gimmick there isn't trivial). Can't comment on EB / GG synergy, was partly thinking that a 100 Piety one-time Frostbite wipe is the furthest one can get from anything op, as it's more a nice perk on something you have other reasons to go for anyways. (IIRC, you're removed from the altar in the last part of EB, so Enlightment can't help you there).
4) Isn't DR + Slow Strike (Platemail, ideally) the only really good way to mitigate Frostbite? Or are you saying that it's relatively easy to handle, even with just the intended way. Or maybe I'll just find out the hard way. >_> lol
For my question above, thanks. As for its application, Magician gets Heavy Fireball on Slowed enemies. Instant max Burn stack = more damage with physical & making up for Fireball's reduced damage, while delivering another -1 to enemy regen. On paper, it sounds like a beautiful way to regen fight high level foes with good attacks from both red bar and blue bar. Maybe it'll be garbage in practice though (Earthmother might have something to say about that though).
Also, thanks for the discussion. Also...I'm hoping to get Donkey Kong: Tropical Freeze in the morning, so don't be surprised if I don't follow up with more Extreme Edition playing for a bit.
Also, thanks, mod creators. Especially looking forward to Curious dungeons (hard mode without stat inflation...which does go against design consistency I talked about above, now doesn't it, >_>). Nothing against y'all meant by anything here. In fact, I wouldn't have ever started a discussion if I didn't love this mod all ready.