[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 120: preg_filter(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 120: preg_filter(): The /e modifier is no longer supported, use preg_replace_callback instead
QCF Design Community • View topic - HALPMEH and BURNDERAYZ


HALPMEH and BURNDERAYZ

All things Desktop Dungeons

Re: HALPMEH and BURNDERAYZ

Postby The Avatar on Sun Dec 18, 2011 12:02 am

How about they start with every glyph in the map?
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
User avatar
The Avatar
 
Posts: 4720
Joined: Mon Sep 12, 2011 8:52 pm

Re: HALPMEH and BURNDERAYZ

Postby Darvin on Sun Dec 18, 2011 1:25 am

That would be... a lot of conversion points:

BURNDAYRAZ
PISORF
WEYTWUT
WONAFYT
BYSSEPS
GETINDARE
CYDSTEPP
HALPMEH
APHEELSIK
BLUDTUPOWA

As I've said before, just change them so they're not creating a duplicate BURNDAYRAZ but instead a unique 6th glyph. The class is on the weaker end of the spectrum, but it's no fighter.
User avatar
Darvin
 
Posts: 4355
Joined: Thu Jun 02, 2011 1:44 am

Re: HALPMEH and BURNDERAYZ

Postby TigerKnee on Sun Dec 18, 2011 3:19 am

Just thought of 2 more balance issues from halving fireballs effect/mp

1) Works a lot less effective on Blink enemies. The chances of them flying off to unexplored area is higher when you have to fireball them twice as much.

2) Completely ineffective against Counters Fireball, but then again I don't think even the current Fireball works against those.

Speaking for which, that is a very stupid ability and might as well read "Screw Fireball based characters" because they usually come with side effects as well like Mana Burn.
TigerKnee
 
Posts: 563
Joined: Fri Jun 03, 2011 8:54 am

Re: HALPMEH and BURNDERAYZ

Postby Alweth on Sun Dec 18, 2011 3:33 am

Were you expecting a coherent message? Alweth does not deal with such trifles. Ignore him or watch the thread get locked!
User avatar
Alweth
 
Posts: 107
Joined: Fri Aug 05, 2011 1:13 pm

Re: HALPMEH and BURNDERAYZ

Postby The Avatar on Sun Dec 18, 2011 4:23 am

Yeah, counter fireball is CHEAP! They should counter your fireball with their fireball doing 4 per level, and no effects.
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
User avatar
The Avatar
 
Posts: 4720
Joined: Mon Sep 12, 2011 8:52 pm

Re: HALPMEH and BURNDERAYZ

Postby Crawly McCrawlsa on Sun Dec 18, 2011 6:57 pm

can I get a magnet halpmeh or magnet cydstepp plz? ty devs for saving me hours and hours of pointless scumming.
I play everything in every genre. Send me a message!
Dear DD Designers, you're awesome. TY!
steam name: bobbywojo (BrbHouseOnFire)
User avatar
Crawly McCrawlsa
 
Posts: 203
Joined: Fri Nov 25, 2011 4:36 am

Re: HALPMEH and BURNDERAYZ

Postby The Avatar on Sun Dec 18, 2011 7:14 pm

Magnet: Advanced. Pulls a CYDSTEPP, HALPMEH, APHEELSIK, or BLUDTUPOWA glyph into the player's inventory. The one problem is, no matter what, we will always be scumming for some glyph. I suggest you add a glyph locker that, if you use one of the glyphs, guarantees it will spawn on the map. Not straight to your inventory for cheap power leveling, bout on the map at least... pleeeeeeease.
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
User avatar
The Avatar
 
Posts: 4720
Joined: Mon Sep 12, 2011 8:52 pm

Re: HALPMEH and BURNDERAYZ

Postby q 3 on Sun Dec 18, 2011 10:53 pm

Third tier glyphs never spawn on the dungeon floor; the only way for other classes to obtain them is by buying them at a special shop. This shop always spawns (once unlocked) and carries all four glyphs (once you've unlocked the relevant class). You can only buy one of the glyphs, though, before the shop disappears. This would both eliminate CYDSTEPP/HALPMEH/BLUDTOPOWA scumming, and disable overpowered combos like CYDSTEPP/BLUDTOPOWA and HALPMEH/BLUDTOPOWA (except for classes that start with those glyphs).
q 3
 
Posts: 776
Joined: Fri Jun 24, 2011 5:36 pm

Re: HALPMEH and BURNDERAYZ

Postby The Avatar on Mon Dec 19, 2011 1:43 am

Yes!

Personally, as for rogues and CYDSTEPP, I think rogues just need to be remade. Their performance is so heavily based on it, that they almost can't play without it. I like their concept though. Just raise their hp and lower their damage bonus.
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
User avatar
The Avatar
 
Posts: 4720
Joined: Mon Sep 12, 2011 8:52 pm

Re: HALPMEH and BURNDERAYZ

Postby gjaustin on Mon Dec 19, 2011 3:00 pm

gjaustin
 
Posts: 1113
Joined: Mon Aug 29, 2011 1:29 am

PreviousNext

Return to Desktop Dungeons

Who is online

Users browsing this forum: No registered users and 69 guests

cron