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Shinino Kage posted:Playing DDFi of Pakellas. Just found a scroll of acquirement in Lair 2. What do I ask for? Info on character below:
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# ? Dec 9, 2015 01:06 |
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# ? Jun 7, 2024 05:11 |
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Wonder if he does any weight shifting for rod/staff acquirement.
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# ? Dec 9, 2015 01:48 |
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Angry Diplomat posted:I would much rather fight them than get caught out by a water nymph or kraken at the worst possible time. Shoals has a crazy number of enemies that are dangerous individually and incredibly dangerous in conjunction with other monsters in their branch. In Swamp you can manage the worst threats by having rPois and either plenty of violence or a good escape plan, but there's a lot of stuff in Shoals that will just loving kill the dickens out of you if things go wrong and party-crashers start piling into the fight. To add to this, Merfolk Javelineers can do surprising amounts of damage, and frightening levels of it if you are susceptible to silvered weapons; Demonspawn and Transmuters beware.
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# ? Dec 9, 2015 01:55 |
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A lot of the difficulty of Shoals is an equipment check like the other lair branches. It's just that instead of a small handful of resists it's invis, flying, rmsl, and ranged attacks of your own. Bad times for AC-heavy melee guys who haven't branched out yet, in other words.
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# ? Dec 9, 2015 02:32 |
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It's weird that Fedhas makes throne hunters friendly when TSO no longer makes angels friendly, tbh
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# ? Dec 9, 2015 02:35 |
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Just ascended my Halfing Fighter. Tomb turned out to hold pretty much everything I needed to jump from 'capable of winning' to 'capable if obliterating extended'code:
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# ? Dec 9, 2015 03:57 |
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I'd rather do Shoals than Swamp. More potential for good gear out of it, on account of merfolks and the potential for shop spawns. Swamp is easier but has some really obnoxious endings that are just not fun to deal with.
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# ? Dec 9, 2015 03:58 |
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IronicDongz posted:It's weird that Fedhas makes throne hunters friendly when TSO no longer makes angels friendly, tbh Not much difference between that and Jivya making all slimy brethren friendly. There's at least precedent in that Angels can spawn as being affiliated with Xom instead!
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# ? Dec 9, 2015 05:07 |
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IronicDongz posted:It's weird that Fedhas makes throne hunters friendly when TSO no longer makes angels friendly, tbh TSO makes no one friendly. Fedhas makes all plants friendly. Note, also, that there is no* area of the game filled exclusively with plants. *Temple doesn't count
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# ? Dec 9, 2015 05:39 |
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PleasingFungus posted:Note, also, that there is no* area of the game filled exclusively with plants. There also aren't any plant uniques to cheese. Is this why there's no Vine Stalker unique?
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# ? Dec 9, 2015 05:46 |
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Dee Ehm posted:There also aren't any plant uniques to cheese. There's no Vine Stalker unique because no one's ever designed a good one, afaik. Ferrinus posted:Feature request: a high-level conjurations/hexes/transmutations spell called Prismatic Spray that blasts every enemy in a glaciate-sized cone for heavy damage + random debuffs I really like this. But, I'm also reminded of a joke a friend told me back when Singularity was first added: "What's a level 9 Transmutation? Do massive damage to a large area, and turn into an ant!" More specifically, I wonder how much people would care about the debuffs, as opposed to the damage. I suppose enemies that survive heavy damage are the ones you most care about debuffing... I'm also not sure how it'd interact with MR.
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# ? Dec 9, 2015 07:07 |
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So I haven't been able to find a clear answer to a question pertinent to my next character: Can Kobolds wield Triple Crossbows? It's important to me that the answer is yes.
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# ? Dec 9, 2015 08:18 |
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That proposed hex spell is basically Ru's ultimate, too
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# ? Dec 9, 2015 08:25 |
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Dee Ehm posted:So I haven't been able to find a clear answer to a question pertinent to my next character: Yes they can
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# ? Dec 9, 2015 09:09 |
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Operation 'Lizard with a Sniper Rifle' is go.
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# ? Dec 9, 2015 10:23 |
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Dee Ehm posted:Operation 'Lizard with a Sniper Rifle' is go. quote:Kobolds are small, greyish creatures with the looks and temperaments of feral Also, I like this new mutation. code:
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# ? Dec 9, 2015 10:40 |
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World Famous Whore posted:
They're lizards in dungeons and dragons, and their sprite does look relatively lizardly! The problem is that the name is co-opted for just about any monster species in whatever media! ... my bad
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# ? Dec 9, 2015 11:02 |
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Nah, it's been a push-pull thing about kobolds as either dragons or dogs since the 1990s. 3e D&D just came down really hard on the dragon side, is all. There's a cutscene from Baldur's Gate with a great example of dog kobolds, but nobody has it on youtube without 30 minutes of LP attached, so gently caress LINKING THAT.
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# ? Dec 9, 2015 11:15 |
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I think far more people/fantasy media properties come down on the 'lizard' side of the kobold debate in modern times
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# ? Dec 9, 2015 11:28 |
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It turns out Dragons call lasts for a really long time, so I guess I've found a new megazig tool. Unfortunately, it's kind of annoying. I want to cast it before going to the next level because I might be drowned in silence, but if it turns out to be a regular level the dragons end up getting in the way and I can't turn that poo poo off so I have to keep confirming that yes, I want to firestorm that drat quicksilver that spawned next to the ghost moth. Is there any reason why summons turn hostile when taking damage at this point? It mostly just serves to make summons more clunky and annoying, and summons already have that well covered anyway. Having your summons block your shots & get wrecked by friendly fire is enough of a penalty to discourage it. I don't think there is a single way to exploit attacking your summons left in the game, we already have several summons that can turn hostile naturally, and god penance for friendly fire can still exist. Darox fucked around with this message at 11:38 on Dec 9, 2015 |
# ? Dec 9, 2015 11:35 |
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Darox posted:It turns out Dragons call lasts for a really long time, so I guess I've found a new megazig tool. Unfortunately, it's kind of annoying. I want to cast it before going to the next level because I might be drowned in silence, but if it turns out to be a regular level the dragons end up getting in the way and I can't turn that poo poo off so I have to keep confirming that yes, I want to firestorm that drat quicksilver that spawned next to the ghost moth. One summon feature I strongly dislike is their inability to attack things that you don't have a direct LOS of; not even LOS through a clear wall. Unless they changed this recently, you have to remember that your summons are basically braindead vs enemies unless you keep the arbitrary rule in mind of "can I smite this monster?" I get that summoners (specially ones that can join the fight) are still quite effective, but they feel unnecessarily clunky just for the sake of keeping them balanced.
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# ? Dec 9, 2015 11:47 |
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World Famous Whore posted:Also, I like this new mutation. So gooooooood. Me wanties.
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# ? Dec 9, 2015 12:05 |
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So lately, even on D:2 Sigmund doesn't even make me sweat anymore. He's relatively predictable and unless you draw his attention in an already messy situation he's easy to deal with. I can't remember the last time he offed a character of mine. Grinder on the other hand puts the fear of death in me. Blinking closer to me and the risk of paralysis is much scarier than an orc wizard with a trap weapon. So I was thinking, what if we gave Sigmund blink? That would bring him back to being the proper scourge of the early game worthy of his legacy. Blink while invisible with a reaching weapon? He'll be a terror.
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# ? Dec 9, 2015 12:23 |
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Dee Ehm posted:So lately, even on D:2 Sigmund doesn't even make me sweat anymore. He's relatively predictable and unless you draw his attention in an already messy situation he's easy to deal with. I can't remember the last time he offed a character of mine. Grinder on the other hand puts the fear of death in me. Blinking closer to me and the risk of paralysis is much scarier than an orc wizard with a trap weapon. i think sigmund is fine as he is tbh, he's a good measuring stick for your crawl skills and learning to handle him/other 'scary' early uniques is an important step to getting better at crawl earlygame tactics. changing it to make it harder just seems cruel e: also this vvv x about a thousand someone awful. fucked around with this message at 14:45 on Dec 9, 2015 |
# ? Dec 9, 2015 13:50 |
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If anything needs to be potentially harder, it certainly isn't the early game :x
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# ? Dec 9, 2015 13:53 |
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Also, having Blink generally makes things easier to handle. Unless they get really, really lucky with their blinks they'll eventually blink far enough away from you that you can just ditch them.
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# ? Dec 9, 2015 14:09 |
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PleasingFungus posted:I really like this. But, I'm also reminded of a joke a friend told me back when Singularity was first added: "What's a level 9 Transmutation? Do massive damage to a large area, and turn into an ant!" MR is a sickness and should be cut out of Crawl. Although for something like prismatic spray, damage could be one of a number of random effects inflicted on each target - I'm thinking more like an amped-up, AoE, guaranteed-baleful (perhaps not guaranteed...?) wand of chaos rather than glaciate with a different upside. A level 9 transmutation spell should of course devolve and/or malmutate every enemy on the screen while giving you a stat bonus per target affected. But seriously, bring back singularity as level 9 transloc/hexes and prevent it from affecting targets the caster can't see.
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# ? Dec 9, 2015 15:39 |
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Nah, since the most high-end pure Transmutey sort of spell we have currently is Eldritch Portal, clearly what needs to happen is a bunch of tentacles attempt to latch on to every monster in LOS while you get rooted to the floor as you transform to a writhing column. Every monster connected to you grants you an immediate bonus to your HP that remains until spell is complete and then a bonus to HP regen while simultaneously taking damage until they die. Monsters will either do their normal actions towards you (attack if adjacent, spellcast, move closer, etc) or attempt to sever the tentacle. Spellcasting and attacking are unaffected, maybe a boost to EV is required because your armour slots are all merged and the weaving is disorienting (or dead bodies get pulled in for some temporary AC!). Zin is horrified by this spell. I'm also horrified by my abomination.
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# ? Dec 9, 2015 16:54 |
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Sage Grimm posted:Nah, since the most high-end pure Transmutey sort of spell we have currently is Eldritch Portal, clearly what needs to happen is a bunch of tentacles attempt to latch on to every monster in LOS while you get rooted to the floor as you transform to a writhing column. Every monster connected to you grants you an immediate bonus to your HP that remains until spell is complete and then a bonus to HP regen while simultaneously taking damage until they die. Monsters will either do their normal actions towards you (attack if adjacent, spellcast, move closer, etc) or attempt to sever the tentacle. Spellcasting and attacking are unaffected, maybe a boost to EV is required because your armour slots are all merged and the weaving is disorienting (or dead bodies get pulled in for some temporary AC!). Remain where you are. There is someone who wishes to speak with you.
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# ? Dec 9, 2015 17:16 |
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What if there was a level 9 Tmut spell that just made you start budding. You just constantly drop little powered-down clones of yourself that run around hitting things and farting spells everywhere and screaming "creator! Avenge meeeeee!" in little clone voices when they die
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# ? Dec 9, 2015 17:37 |
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PleasingFungus posted:More specifically, I wonder how much people would care about the debuffs, as opposed to the damage. I suppose enemies that survive heavy damage are the ones you most care about debuffing... cheetah7071 posted:That proposed hex spell is basically Ru's ultimate, too That's the thing. Debuffs really are king. Ru's ultimate completely destroys Pan/Hell lords. If it doesn't kill them outright, it paralyzes/confuses them for more than enough time to walk up and bash their skulls in. A level 9 translocation/hex that's basically Ru's ultimate would be amazing, even if it didn't have the raw damage of firestorm/glaciate. ...please don't nerf Ru's ultimate. I like having an 'I win' button
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# ? Dec 9, 2015 17:38 |
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Debuffs are great, except almost every single extended creature that's actually dangerous is outright immune to hexes. Ru's ultimate ignores that of course, but anything that relies on MR checks becomes substantially less cool when you're in hell.
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# ? Dec 9, 2015 18:02 |
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Honestly, this would be my favorite roguelike if the extended game (and Zot) didn't make so many cool options just outright worthless. My first character to ever reach Zot was a Vampire Enchanter and I was super disappointed when I realized that my stealth, hexes, and short swords were suddenly almost useless. I understand that debuffs can trivialize encounters sometimes, but the way it is now is just not fun imo. Well, ok. The ridiculously swingy damage calculations are also a major sore point, but that's a different issue.
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# ? Dec 9, 2015 18:26 |
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Dee Ehm posted:So I was thinking, what if we gave Sigmund blink? That would bring him back to being the proper scourge of the early game worthy of his legacy. Blink while invisible with a reaching weapon? He'll be a terror. Does he really need to be more of a terror? I always thought he was intended as an introduction to dangerous spellcasters for new players. He provided a method to discover what works, doesn't work, and that sometimes you should avoid a level and come back.
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# ? Dec 9, 2015 18:37 |
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Non-purple Draconians and most Dragons in Zot are pretty hex vulnerable, but yeah, there's a lot that is either outright immune to hexes, or has so much MR they're effectively immune. I saw a suggestion that MR might work like hit points, where you could break through tough enemies' resistance with multiple casts?
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# ? Dec 9, 2015 18:41 |
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Internet Kraken posted:Debuffs are great, except almost every single extended creature that's actually dangerous is outright immune to hexes. Ru's ultimate ignores that of course, but anything that relies on MR checks becomes substantially less cool when you're in hell. Dairy Power posted:Honestly, this would be my favorite roguelike if the extended game (and Zot) didn't make so many cool options just outright worthless. My first character to ever reach Zot was a Vampire Enchanter and I was super disappointed when I realized that my stealth, hexes, and short swords were suddenly almost useless. I understand that debuffs can trivialize encounters sometimes, but the way it is now is just not fun imo. That's why you switch to blowguns and needles.
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# ? Dec 9, 2015 18:48 |
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Dee Ehm posted:Non-purple Draconians and most Dragons in Zot are pretty hex vulnerable, but yeah, there's a lot that is either outright immune to hexes, or has so much MR they're effectively immune. I saw a suggestion that MR might work like hit points, where you could break through tough enemies' resistance with multiple casts? That was me and I think it'd be cool. Glow or contamination or something builds higher and higher on monsters as they get hexed, and once it exceeds their HD or HP or something the hex takes effect. MR just increases or lowers a monster's hex HP and some hexes can have partial, automatic effects once the bar's upticked at all or half-filled or something.
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# ? Dec 9, 2015 18:51 |
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Stealth is not useless in extended. It's actually amazing anywhere that's not Hell (has a tendency of dropping enemies directly on top of you) and Ziggurats (small arenas). You can lose particularly nasty enemies by breaking Line of Sight faster which makes kiting techniques better if you aren't being noisy every step of the way. And you can sneaky sneak the runes right out from underneath the named princes which is better for your score than trying to kill them. But yes, Hexes tend to fall off against the big guys of Pan, Hell, Abyss and Tomb. That's sort of a problem when being affected is based on a percent chance or outright cancelled by immunity. You have Darkness and Eldritch Portal as your big spells that don't require a dice throw. Short Blades need certain brands to stay relevant in extended and/or some sort of slay bonus. That's more of an equipment check and with cross-training switching over to a bigger base damage in long blades isn't as bad.
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# ? Dec 9, 2015 19:12 |
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Did they rename Malign Gateway or are yall just freestylin?
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# ? Dec 9, 2015 19:27 |
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# ? Jun 7, 2024 05:11 |
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Sage Grimm posted:Stealth is not useless in extended. It's actually amazing anywhere that's not Hell (has a tendency of dropping enemies directly on top of you) and Ziggurats (small arenas). You can lose particularly nasty enemies by breaking Line of Sight faster which makes kiting techniques better if you aren't being noisy every step of the way. quote:And you can sneaky sneak the runes right out from underneath the named princes which is better for your score than trying to kill them.
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# ? Dec 9, 2015 19:59 |