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Microcline posted:The official reason given for Scroll of Brand Armour is that by far the optimal use would be boots so you could get the running ego. Just make it so that the scroll can only add elemental resists (rF, rC, rElec, rPois, rCorr, rN).
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# ? Apr 9, 2018 23:35 |
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# ? Jun 8, 2024 19:57 |
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rare chance for clarity or mr
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# ? Apr 9, 2018 23:37 |
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Lmao Shroud of Golubria at 17/18, I'm dying. So close little buddy, maybe next year.
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# ? Apr 9, 2018 23:40 |
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wait, i cast a vote for shroud. i was too high at the time to cast any votes e: oh right the reason i came here. why don't mace/flails weapons have an evocable attack (like polearms) that tries to push an enemy back but does less damage and opens you up for punishment Tollymain fucked around with this message at 23:57 on Apr 9, 2018 |
# ? Apr 9, 2018 23:54 |
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Tollymain posted:wait, i cast a vote for shroud. i was too high at the time to cast any votes I already interpreted your input as a vote for every spell that got named.
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# ? Apr 10, 2018 00:07 |
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Necromut being a permabuff is actually a huge power increase if it works like other permabuffs and you can toggle it off instantly (to e.g. drink potions or fight holy monsters or cast ddoor). FR: add a 10-20 turn delay to toggling off necromutation
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# ? Apr 10, 2018 00:20 |
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You can already turn off necromut when you like
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# ? Apr 10, 2018 00:42 |
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Seems kind of a waste to have Necromutation be a permabuff which is a big quality of life improvement, only to transfer the "annoying-ness" of re-casting Necromutation to some delay for toggling. Also, the MP reserved by level 6+ permabuffs is far from trivial, it adds up very quickly specially if it's reserving extra MP for insufficient skill training. So while you get the convenience of a permabuff, you're also sacrificing a larger MP pool when you could sustain Necromutation just fine under the previous system with more spells to cast at once.
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# ? Apr 10, 2018 00:53 |
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I’m disappointed that Death Channel didn’t make it. It’s one of the most classic cases of a spell that should be a permabuff: since the spectral minions are long lived, using it in every fight with corpse-producing enemies is ideal. People who learn this spell will still be annoyed at having to cast it all the time. I’m disappointed with Ozo’s armor making it, too, but I already figured I was not on the side of popular opinion on that one.
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# ? Apr 10, 2018 01:02 |
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a post so bad it refuses to load
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# ? Apr 10, 2018 03:34 |
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Tollymain posted:what if demigods could turn items into artifacts w their deeds and exploits this, on the other hand, is a good post it also gives demigolems a reason to push the god power button
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# ? Apr 10, 2018 03:37 |
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a species that can use a specific racial skill to basically sacrifice a chunk of something or other of their innate power to create artifacts would be cool as hell whether max hp or training or mp, etc. etc. etc.
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# ? Apr 10, 2018 03:42 |
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IronicDongz posted:You can already turn off necromut when you like apple posted:Seems kind of a waste to have Necromutation be a permabuff which is a big quality of life improvement, only to transfer the "annoying-ness" of re-casting Necromutation to some delay for toggling. The point is that Necromutation disables some powerful survival tools, so the fact that you have to spend auts to turn it off is a big deal. Not being able to DDoor on demand (or just drink potions) is a big deal.
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# ? Apr 10, 2018 03:44 |
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I'm pretty thrilled with the results of the survey. Finally won with Kobold and Vampire.
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# ? Apr 10, 2018 04:56 |
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Sucks that Shroud won't be a permabuff, it's like one of the two early game ones I was hoping for permabuff status, along with Infusion, since it's so annoying to recast all the time.
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# ? Apr 10, 2018 05:28 |
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I think shroud was originally designed to lose relevance by virtue of the annoyance at keeping it up not being worth the increasingly small benefit of doing so. In retrospect, that’s pretty bad design, but making shroud a permabuff would make it a more important spell than it was originally designed to be. I’d rather not have a bunch of powerful, low level permabuffs that are useful for everyone. I think the actual, correct choice would be to just axe the spell and give something else to warpers and skalds. Hellcrawl removes it, gives skalds ozo’s armor and removes warpers. I think warpers are worth keeping, but I don’t know what we could do for them, since they’re a really weak start already.
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# ? Apr 10, 2018 05:39 |
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level 1 tloc spell: local tether when you cast it, it gives you a status effect called "tether". taking damage or attempting to walk out of visual range of the tile you cast it on blinks you back to that tile too strong? too weak? alternatively/additionally warpers could start w a little more gas in the tank w their melee skills, they're basically a melee start w some utility spells as it is e: if shroud isnt a permabuff we could do weird things with it like have it cancel the first successful attack *over* a damage threshold (possibly w a contingency push/blink?). the slow blade penetrates the shield etc. an anti-ogre measure? if recasting it every time its busted is too good add in some kinda cooldown debuff? it could cause vertigo and be prevented from being recast by that status maybe? Tollymain fucked around with this message at 09:56 on Apr 10, 2018 |
# ? Apr 10, 2018 09:49 |
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I'm not a crawl player but I think it's ok for a game to be a little PosChengBand sometimes
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# ? Apr 10, 2018 10:15 |
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Tollymain posted:e: if shroud isnt a permabuff we could do weird things with it like have it cancel the first successful attack *over* a damage threshold (possibly w a contingency push/blink?). the slow blade penetrates the shield etc. an anti-ogre measure? I love that actually.
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# ? Apr 10, 2018 11:55 |
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Darox posted:The point is that Necromutation disables some powerful survival tools, so the fact that you have to spend auts to turn it off is a big deal. Not being able to DDoor on demand (or just drink potions) is a big deal. You've left me more confused than before
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# ? Apr 10, 2018 19:26 |
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Johnny Joestar posted:a species that can use a specific racial skill to basically sacrifice a chunk of something or other of their innate power to create artifacts would be cool as hell if its demigods its called sacrifice religion apple posted:You've left me more confused than before you're thinking of qol, they're thinking of tactical drawbacks
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# ? Apr 10, 2018 21:58 |
demigods generate piety toward themselves through mythic deeds, and each mythic deed has a chance to discharge the piety into an equipped item, artifactizing it and adding more/better properties in proportion to the discharged piety maybe only large deeds can spend tons of piety, while less important (but still mythic) deeds can only spend two stars or something?
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# ? Apr 10, 2018 22:09 |
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Making it completely random reminds me a bit too much of victory dancing, though I'm having trouble articulating why.
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# ? Apr 10, 2018 22:17 |
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i agree that is best if these kinds of things are not particularly manipulable by player action imo in that sense, complete randomness is probably actually good :v
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# ? Apr 10, 2018 22:25 |
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Well, it does definitely mean that, if you've got a comfortable amount of life and have a way to disengage, it would be best to drop items you don't want to be turned into artifacts. easy example being: I'm close to killing a unique, am at mostly full HP still. I was carrying some rings for niche swaps and maybe a flail as a hydra weapon(because I'm using axes), maybe a piece or two of body armor I'm not normally using, unless for example an ice cave shows up because this +0 rC+ ring mail will be better in there than my +3 scale mail, when normally it's the other way around. So before I finish this unique I should use blink/swiftness/summon butterflies/whatever to create space and walk up stairs or break LoS with a few tiles between them regaining LoS, and then drop my niche resist swaps and weapons I don't normally use, then go back and finish them off. That would get old quick. I would also definitely not normally want most weapons I want to use longterm to become artifacts when they aren't highly enchanted yet because artifact weapons cannot be enchanted further and often don't have fantastic extra benefits. (In this case, I do the same thing as the previous example, but I drop my main weapon to use a backup weapon while killing the unique instead to prevent my +0 broad axe from becoming a +2 broad axe of venom and +rN, Str+3 which I can never upgrade.) tl;dr: if you're gonna give demigods a "things become artifacts" ability, please let the player choose when to do it/what to do it to instead of it happening randomly because otherwise influencing what it happens becomes very annoying.
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# ? Apr 10, 2018 22:26 |
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im an idiot lmao in my defense ive been mentally awake for like 15 minutes
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# ? Apr 10, 2018 22:27 |
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my take on it was literally something along the lines of like how deep dwarves could use a heal wounds effect on themselves by sacrificing an mp or hp point or whatever the hell, just scale it up to generating random artifacts based on some amount of something or other that can be considered 'balanced' enough note that this doesn't have to be related to demigods, and wasn't originally intended that way. just a random, off the cuff potential fun gimmick for a race.
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# ? Apr 10, 2018 22:30 |
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i imagine a couple good control mechanisms would be for (perhaps only demigod-generated?) artefacts to not be further modificable, and the enchantment level to be relatively untethered to the original also artefacts need not always be good, sometimes stories involve treacherous swords and poo poo
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# ? Apr 10, 2018 22:40 |
IronicDongz posted:Well, it does definitely mean that, if you've got a comfortable amount of life and have a way to disengage, it would be best to drop items you don't want to be turned into artifacts. wearing, not carrying but yeah i can see the point, i was just trying to go with the original flavor of tollymain's suggestion. maybe the mythic deed could trigger a prompt along the lines of "do you wish to attribute your deed to an object, giving it divine power?" if more player control is desired, with possibilities for different degrees of control - does the prompt specify an item (restrictive, but at least the player can decline), or can the player choose the item?
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# ? Apr 10, 2018 23:10 |
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sacrificing your power as a god-like entity to forge an artifact of great strength is sounding suspiciously similar to a particularly taboo fantasy world
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# ? Apr 11, 2018 00:46 |
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Sojenus posted:sacrificing your power as a god-like entity to forge an artifact of great strength is sounding suspiciously similar to a particularly taboo fantasy world Almost literally all mythologies have an example of that.
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# ? Apr 11, 2018 00:59 |
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Tollymain posted:level 1 tloc spell: local tether quote:e: if shroud isnt a permabuff we could do weird things with it like have it cancel the first successful attack *over* a damage threshold (possibly w a contingency push/blink?). the slow blade penetrates the shield etc. an anti-ogre measure? If you change shroud like that then you'll have people spam-casting it all game to deal with things like Juggernaut punches and crystal spears. The way the current shroud works, each cast is worth exactly 10 points of damage mitigation on average (though if your enemy hits for 30 it means your shroud will break before blocking anything 2/3rds of the time). It could change to a buff that gives temporary guardian spirit, though that wouldn't work too well with Skalds' infusion.
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# ? Apr 11, 2018 01:17 |
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RPATDO_LAMD posted:I have no idea what this would be useful for. Cast next to a corner and then try to sneak up on a sleeping centaur in the middle of the room? You'd want to constantly recast it while walking around, so if you find a scary ranged monster the spell helps you run away. Sounds cute in a smaller game but awfully tedious in Crawl.
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# ? Apr 11, 2018 01:26 |
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Here's a demigod idea: Activated ability to burn "piety" and permanently lower a stat to generate different kinds of artifact items. Lowering strength gives you weapons, dexterity gives you armor, intelligence gives you jewelry. Number of stat points drained = number of egos on artifact. Maybe buff the stats you get on levelup as well.
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# ? Apr 11, 2018 01:29 |
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I still like my idea of "destroy altars to deal with god wraths but also gain weaker versions of that god's abilities". Maybe limit it to 3 altars destroyable and gaining the first level power of those gods?
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# ? Apr 11, 2018 01:40 |
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the point of demigods is that you don't get god's abilities
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# ? Apr 11, 2018 01:50 |
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RPATDO_LAMD posted:I have no idea what this would be useful for. Cast next to a corner and then try to sneak up on a sleeping centaur in the middle of the room? Patashu posted:You'd want to constantly recast it while walking around, so if you find a scary ranged monster the spell helps you run away. Sounds cute in a smaller game but awfully tedious in Crawl. cast it when you see a fight you may find yourself wanting to run away from early, then charge forward so if you need to make a quick escape you just move to a position out of los of the tether idk what i was thinking of w the damage part, i will 100% admit to my posts in here being half-baked at best (more like fully-baked most of the time lmao) RPATDO_LAMD posted:If you change shroud like that then you'll have people spam-casting it all game to deal with things like Juggernaut punches and crystal spears. The way the current shroud works, each cast is worth exactly 10 points of damage mitigation on average (though if your enemy hits for 30 it means your shroud will break before blocking anything 2/3rds of the time). is spam-casting still a thing if you involve a cooldown debuff? guardian spirit as a spell honestly wouldnt clash too much w infusion because infusion runs out of steam early and guardian spirit scales over time as far as i can tell Tollymain fucked around with this message at 02:05 on Apr 11, 2018 |
# ? Apr 11, 2018 02:02 |
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Warpers have enough escape and defense, what they need is better kill dudes. But I would be hesitant to boost their melee, since a common response to “how do I win warper?” is “slap on some heavy armor, play like a lovely fighter and ignore your spell book until later”. Giving them a better starting weapon, for example, only reinforces that. What I think they should get is a way to deal or improve damage that encourages 5-7 points into translocations. What about giving lesser beckoning an extremely short effect that lowers enemy ev and makes them take more damage? The power of the effect would scale based on both spell power and how far away the enemy was yanked from (making power ultra important for this spell). To compensate, the spell should probably also be bumped to level 4 to make it less accessible to every melee character. So the total proposed changes would be: 1. Remove shroud of golubria. 2. Give skalds Ozo’s armor (ugh). 3. Change lesser beckoning to a level 4 spell and give it a damage increasing debuff that scales pretty aggressively with spell power. 4. Give warpers a cloak to help them survive the first levels.
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# ? Apr 11, 2018 02:35 |
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IronicDongz posted:the point of demigods is that you don't get god's abilities then it sure is a good thing that we're splitting current demigods into a different race with a better name (prometheans, last I checked) and freeing up the name for a new race, yeah?
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# ? Apr 11, 2018 02:38 |
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# ? Jun 8, 2024 19:57 |
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GeneX posted:I still like my idea of "destroy altars to deal with god wraths but also gain weaker versions of that god's abilities". i am not dealing w god wrath for shittier versions of their weakest abilities lmao its not as though demigods have a particularly strong early-through-mid-game anyway
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# ? Apr 11, 2018 02:52 |