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QCF Design Community • View topic - Improving and Changing Gods!


Improving and Changing Gods!

All things Desktop Dungeons

Re: Taurog, Binlor, and Tiki Tooki

Postby The Avatar on Mon Nov 21, 2011 3:09 am

I'm still nominating Darvin's suggestion!

See item or God changes...(Page 3)
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Re: Taurog, Binlor, and Tiki Tooki

Postby TigerKnee on Mon Nov 21, 2011 3:32 am

As far as the original topic goes (The gods are one area where I don't feel like suggesting changes)...

Taurog - Is crap. The nerf made sense when items was low-powered and Taurog's equipment boon were really great compared to most of the items you can buy in shops but like certain other context-based nerfs, once everything else changed he became obselote except for piety farming certain dungeons.

I want 5 damage Fine Sword back and maybe 8 damage Skullpicker please. I think it's hilarious how FS got nerfed to 4 just so that Skull could be 5 (and still be a bad item)

Binlor - Most of his boons are terrible, except for the resistance lowering one which is niche but also quite powerful in certain areas (e.g the north dungeon with two golem bosses) but he's one of the best at piety farming and his free wall breaking glyph is so nice so I can't actually say that he sucks. Yes, he's terribly lopsided but he does have more uses than Taurog!

I think my no.1 priority change would be to make Stone Skin NOT require first strike to get the extra damage. That's just silly.

TT - He has 2 good buffs, one average buff (that's dodging) and the potion conversions aren't good right now but would probably be okay at like 10 piety. Needs some good early ways to get piety. So overall, the dude's not actually low on the gods tier list.

Edit: Despite some terrible balance outliers like Taurog, this version of DD still has better deities than Alpha, where taking gods like MA is just gimping yourself even worse than Taurog most of the time and everyone went Pactmaker, JJ/Dracul by a VERY far margin or just went Atheist.

So remember, it could be worse!
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Re: Taurog, Binlor, and Tiki Tooki

Postby Darvin on Mon Nov 21, 2011 4:06 am

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Re: Taurog, Binlor, and Tiki Tooki

Postby The Avatar on Mon Nov 21, 2011 4:10 am

They seriously need to buff Taurogs stuff. (Assuming we don't go with Darvin's idea)
How bout:
Skullpicker: 10 damage
Werward: -2 damage per level
Cliffstompers: 30% attack bonus
Armor(forgot name): 15% resist both
Will: Enables unstoppable fury
Unstoppable fury (need will only): Same
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Re: Taurog, Binlor, and Tiki Tooki

Postby Darvin on Mon Nov 21, 2011 4:41 am

One of the reasons I don't like the current Taurog is that all his effects are really bland. They just make you somewhat stronger, which can be achieved by a variety of means. Most of the other gods offer effects that you can't get elsewhere. Right now, the only thing Taurog offers that's hard to come by is base damage, and since the Skullpicker nerf that's been too little.

In any case, I really think Taurog needs a rework; trading off mana for combat power is something a lot of classes can't even consider doing, and a deity whose boons are useless for more than half of the game's classes needs serious attention.
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Re: Taurog, Binlor, and Tiki Tooki

Postby JonahHollow on Mon Nov 21, 2011 5:20 am

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Re: Taurog, Binlor, and Tiki Tooki

Postby q 3 on Mon Nov 21, 2011 5:51 am

The easiest fix to Taurog would be to remove the MP penalty from his boons. Leave everything else the same, maybe increase the piety cost for each by 5-10 (or reduce piety gain from kills by 1). There are certainly more interesting things that could be done with him, but this would be a simple and effective fix that should bring him in line with most of the other deities. Although giving Skullpicker something like 15% phys resist pierce, with its piety cost rising a bit, would certainly be welcome. Have his punishment be a hefty reduction in max MP.

Easiest 'fix' for Tikki Tooki - have his potion boons no longer consume health/mana potions, but also remove the +10 gold from them and increase their piety cost by 25 each use. Punish by giving monsters first strike and counter fireball, instead of weaken.

With Dracul, I agree that Blood Tithe should probably be reduced in effectiveness after each use, but only if either his boons are bumped back up a bit or he starts giving a bit more piety for other things (say, +3 per kill). Have his penalty be -1/2 max HP or -20 max HP, whichever is the greater value, killing the player instantly if max HP is already 1.

There probably isn't any easy fix for Mystera; I generally like Darvin's ideas, with a few caveats. Only one or the other on-worship effect should take place, not both. Teleporting one glyph, with priority to BURNDAYRAZ, would be a useful enough effect without being overpowered. Glyph Magnet creating glyphs would probably need to be a bit more expensive, something like 40 piety or 30+15 if repeatable, and the glyphs it generates would of course need to be worth 0 conversion points. Magic would probably be easier as a one time boon, something like 80 piety for +10 max mana and +1 mana regen per tile, but health regeneration is permanently turned off (i.e. inherent BLUDTOPOWA, with the glyph no longer working). I also think Flames either needs to be boosted to +2 damage per level or have the attack penalty significantly reduced.
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Re: Taurog, Binlor, and Tiki Tooki

Postby Darvin on Mon Nov 21, 2011 6:19 am

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Re: Taurog, Binlor, and Tiki Tooki

Postby The Avatar on Mon Nov 21, 2011 12:40 pm

How abOut giving monsters 5% physical resist?
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: Taurog, Binlor, and Tiki Tooki

Postby Zaratustra on Mon Nov 21, 2011 3:51 pm

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