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FulsomFrank posted:Why is no one talking about this?? it's an insane change! Orc just got way more difficult and is no longer the obvious choice for an early second branch. It's also only 2 floors now, so yes.
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# ? Feb 10, 2016 16:25 |
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# ? Jun 2, 2024 01:51 |
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Prism posted:It happened last year, so if you haven't noticed it didn't make that much of a difference. (December 12, specifically.) I need to update/play more Still think it's scary, considering how safe Orc was for the most part for most characters and now there's way more risk considering the various nasty things that non-Warrior types can get up to. I like it
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# ? Feb 10, 2016 16:26 |
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Darox posted:That's the strategic part of Oz that people don't mention; to run Oz you need light armour and an investment in the ice & charms schools. Sorry to respond twice to the same post. Actually, I'm pretty sure Pleasing Fungus has brought up this very point several times here. I've also mentioned it, perhaps rather obliquely, as well. I don't think all the devs are on a major "buffs as a concept in every possible iteration suck" kick, and the buffs that have been eliminated are undeniable the most offensive ones, even if I agree with what other people have posted when they say that perhaps this is not an effective, long-term solution to the perceived problem. I never do orc before lair just because of habit -- I practically never die in lair anyway at this point and I know just what I need to do to complete it anyway. But my impression of this change is that it's made orc better. I was pretty annoyed in my last run that an orc warlord was within spitting distance of the orc 1 staircase, but I managed to dodge him and finish orc 2, then dodge him again on the way out. Perhaps orc 1 should be adjusted somewhat, but orc is still quite doable after lair even on a weak character.
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# ? Feb 10, 2016 16:27 |
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It seems like the actual spawn rate of stronger orcs is higher than before (in Orc specifically), but they almost always show up with a bunch of lovely orcs. So in practice, it's more like Orc is just... denser, with more meaningfully dangerous enemies and less chaff. It is tougher than before, but not impossibly so. You just have to know when to duck out rather than tangling with a warlord and his retinue or whatever.
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# ? Feb 10, 2016 16:28 |
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What was the reason for that change? I wasn't following the game back then. Orc and Hive were my favorite branches. And Pan and Abyss are my least favorite. I can't wrap my mind around people who want less Orc and Hive, and more Abyss, but that's just me.
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# ? Feb 10, 2016 16:38 |
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BigFactory posted:What was the reason for that change? I wasn't following the game back then. Orc and Hive were my favorite branches. And Pan and Abyss are my least favorite. I can't wrap my mind around people who want less Orc and Hive, and more Abyss, but that's just me. Agree with ya' on the rest though. Orc was always one of my favorites (minus the versions when sometimes sections would appear that required magic mapping and digging to even find) and Abyss is still a slog.
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# ? Feb 10, 2016 16:46 |
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BigFactory posted:What was the reason for that change? I wasn't following the game back then. Orc and Hive were my favorite branches. And Pan and Abyss are my least favorite. I can't wrap my mind around people who want less Orc and Hive, and more Abyss, but that's just me. By the time you do Orc, normal orcs are basically empty space to you. So they removed a bunch of them. Other stuff spawns at basically the same rate it always has, maybe a little higher. You just get fewer hordes of meaningless popcorn.
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# ? Feb 10, 2016 16:49 |
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BigFactory posted:Orc and Hive were my favorite branches. Hive was completely terrible and minus the guaranteed shops orc was mostly boring chaff. Having played new orc I think I can confidently say it's better this way.
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# ? Feb 10, 2016 16:50 |
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I don't know the reason, but it feels mostly better to me. More or less the same experience as exploring all four levels, where you'd run into sorcs and such in the other pockets. I have not actually counted, but I wouldn't be surprised if a 100% mines run only shows a big difference in the number of scrub orcs. I do have a couple of concerns, though. First, I used to dip in for gold but I don't know whether or not it is worth going in without finishing it anymore. Second, a vague concern about portal vaults- one so vague I even forgot about it midpost.
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# ? Feb 10, 2016 16:52 |
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Won't lie, but I like Orc the same reason I love Zigs/Vault 5 Ambush. I just love massive battles (even against popcorn) were I feel like a sexy shoeless god of war after all is said and done. Just something pleasing about that. Orc was good for that.
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# ? Feb 10, 2016 16:55 |
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World Famous W posted:Won't lie, but I like Orc the same reason I love Zigs/Vault 5 Ambush. I just love massive battles (even against popcorn) were I feel like a sexy shoeless god of war after all is said and done. Just something pleasing about that. Yup, that's the one. Hive was the same way. Get rPois and then go murder a bunch of bees.
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# ? Feb 10, 2016 17:05 |
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Just watch some cerebov vs hobgoblin snuff arenas
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# ? Feb 10, 2016 17:13 |
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Orc is still kinda like that. You just end up duking it out with mighty orc leaders in between mowing down mobs of their lovely peons, instead of nothing but peon mowing.
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# ? Feb 10, 2016 17:26 |
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Or fumigating with deadly clouds and then summoning the corpses back as animated monsters...
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# ? Feb 10, 2016 17:27 |
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Angry Diplomat posted:Orc is still kinda like that. You just end up duking it out with mighty orc leaders in between mowing down mobs of their lovely peons, instead of nothing but peon mowing. I'm not complaining about the change really. I haven't even had a character survive to Orc since the change was made, so maybe it's fine. If I was in charge, they'd be more of that playstyle, not less, that's all I meant. Bring back Hive 2016.
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# ? Feb 10, 2016 17:30 |
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Hive 2.0 exists and is called Spider and it is pure suffering.
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# ? Feb 10, 2016 17:40 |
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Hive is a lesser vault these days so technically it never left. Besides, there's more pressing matters at hand. More disco Pan.
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# ? Feb 10, 2016 17:41 |
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Angry Diplomat posted:Hive 2.0 exists and is called Spider and it is pure suffering. Not the same!
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# ? Feb 10, 2016 17:43 |
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Move Spider to Pan, add new Disco Inferno branch to Lair e: merge Spider and Shoals into Spidershoals, remove Spidershoals from Lair, replace all Dungeon floors with freshly generated Spidershoals floors during the Orb run Angry Diplomat fucked around with this message at 17:58 on Feb 10, 2016 |
# ? Feb 10, 2016 17:56 |
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The new 2 floor Orc feels really tight yeah. Also there's like really cool ending maps for the second floor. Huge orc cityblocks n poo poo
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# ? Feb 10, 2016 17:57 |
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I don't really like hugeorc cityblocks n poo poo, to be honest. That particular branch ending has always annoyed me because it takes about five times as long as any of the others.
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# ? Feb 10, 2016 18:17 |
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Angry Diplomat posted:Move Spider to Pan, add new Disco Inferno branch to Lair FR: 5% chance for your game to swap Depths and Tomb. Zot entrance spawns instead of the rune, and vice versa for Depths-in-Crypt. Edit: Ash gets a curse item ability and curse scrolls are removed! Floodkiller fucked around with this message at 18:35 on Feb 10, 2016 |
# ? Feb 10, 2016 18:32 |
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I was wondering when that was going to happen. Never made sense to be incapable of binding yourself if RNG decides it wasn't going to be nice.
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# ? Feb 10, 2016 18:48 |
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I might finally try Ash again now. Always heard they were powerful, but never could get one of off the ground and move back to the gods I know and can win with.
World Famous W fucked around with this message at 18:57 on Feb 10, 2016 |
# ? Feb 10, 2016 18:55 |
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Sage Grimm posted:I was wondering when that was going to happen. Never made sense to be incapable of binding yourself if RNG decides it wasn't going to be nice. Also the resulting pile of scrolls of curse x
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# ? Feb 10, 2016 19:03 |
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Floodkiller posted:FR: 5% chance for your game to swap Depths and Tomb. Zot entrance spawns instead of the rune, and vice versa for Depths-in-Crypt. Finally
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# ? Feb 10, 2016 19:05 |
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I wonder if it costs piety? Good move either way
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# ? Feb 10, 2016 19:20 |
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No piety, if I'm reading the patch right. Just a scroll of remove curse.
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# ? Feb 10, 2016 20:24 |
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Today's lession: Na have the worst early game of anything ever, slowly improve until they're stellar, and then become godawful all over again for the orb run. Also got horribly malmutated thanks to Zot:5 going horribly wrong and even after all the cmut was used still was stuck with frail 2. Mercifully, that didn't mean much because I had 70 AC and thus took very little damage from most attacks (OCPA is ridiculous if you can use it at all for melee, even if magic isn't in the question).
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# ? Feb 11, 2016 01:54 |
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Na early game feels strong to me, poison spit 2 is real good early on. You can clear d1 without ever attacking or casting with a little luck. But I usually pick air elementalist as Naga, so having swiftness to reach 1.0 move speed to flee giants etc helps a lot. Their good innate stealth also helps. They're nowhere near as bad as mummies or felids. At the very least with Naga you're not condemned to being bad for the entire game.
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# ? Feb 11, 2016 03:23 |
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Mummies have the worst early game, just like they have the worst everything else. Mummies are suffering.
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# ? Feb 11, 2016 03:29 |
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http://dobrazupa.org/morgue/resistentialism/morgue-resistentialism-20160211-022632.txt So I 4 runed a Ds of pakellas to try it out. It's fun how you can get a huge toolset while only training 4-5 skills. Powered by pain is kinda OP with him. I spent most of the game with an amulet of harm and -rC from a fire dragon armour, so I fully expected to splat somewhere to a cold giant, but it never happened.
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# ? Feb 11, 2016 03:36 |
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Haifisch posted:Even Ozoarmor will either keep being used all the time or no longer be used at all. Why do you think that?
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# ? Feb 11, 2016 03:37 |
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Is it just me or does it seem to be much easier to find a good long blades weapon early than it does to find a mace? It might just be confirmation bias, but I constantly run into decent stuff like long swords/scimitars with good brands, and I have real difficulty finding a mace stronger than a branded whip until midway through the lair. I think it's partially because I often run into a pack of wights that have a decent branded long blade.
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# ? Feb 11, 2016 04:36 |
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Mystery Prize posted:Is it just me or does it seem to be much easier to find a good long blades weapon early than it does to find a mace? Mostly I would assume it's the other way around, because of dire flails and elec/venom whips and orcs (branded flail/morningstar) mostly. You do have Erica/Azrael for flaming scimitars and sometimes a wight pack will give a freezing scimitar/greatsword but I expect to find good maces sooner than long blades (the wights can give freezing morningstar/dflail also).
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# ? Feb 11, 2016 04:52 |
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Giant spiked clubs are always à la mode
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# ? Feb 11, 2016 05:01 |
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I'm not sure I've ever gotten to lair without at least finding a morningstar. Which is fine for a long time, really.
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# ? Feb 11, 2016 05:16 |
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Always Eat Purple
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# ? Feb 11, 2016 05:25 |
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Darox posted:Na early game feels strong to me, poison spit 2 is real good early on. You can clear d1 without ever attacking or casting with a little luck. But I usually pick air elementalist as Naga, so having swiftness to reach 1.0 move speed to flee giants etc helps a lot. Their good innate stealth also helps. Felids, as generally terrible as they are, do have fast movement. That basically means their early game is at least tolerable. I had a FeIE that lost 2 of it's 3 lives in a volcano to the same yaktaur before I realized I shouldn't be trying to kill it, left, and went on to not die again for the rest of the game. Fast movement + Ozo's + ice magic conjurations + Fe's insane evasion went a very long way to letting me survive. It certainly wasn't easy thanks to their godawful HP, but it wasn't ever truly bad the entire game. Mummies, yeah no arguing there. My Mu win was a MuSu back when summoning was hilariously overpowered and MuSu was borderline godlike if you lived to Sif Muna's first point of piety because of how many summons you could spam. Winning a Mu these days seems ridiculously difficult because they're the one race that sucks in basically every regard, and it isn't helped by how Mu often gets nerfed by various changes (the most recent being clarity removal). Of course, Op probably has the worst early game of anything. Not much more HP than Fe (DE level HP), no extra lives, no fast movement, no ridiculous evasion, no body armor, not much in the way of standout apitudes... I won an OpIE only by basically doing mutation roulette and hitting a truly insane mutation suite. code:
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# ? Feb 11, 2016 11:58 |
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# ? Jun 2, 2024 01:51 |
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Octopodes only have -10% less HP than average, and their aptitudes are actually quite good: 0's across the board with some small variations here and there (and a whopping +4 in stealth, which is quite useful to get a few points in since you're never wearing armor anyway). They're still one of the harder starts, of course. I think Mummies take the cake for worst start; their aptitudes singlehandedly turn any early game into a total nightmare without even going into their other cons.
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# ? Feb 11, 2016 15:30 |