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broken, overpowered monster classes, part 2: the mystic

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10:43 pm
January 9, 2012


ChronicApathy1

Member

posts 14

Post edited 10:44 pm – January 9, 2012 by ChronicApathy1


Having experienced all the bugs associated with the tourist, I was not sure it was worth the price for the other monster classes.  However, I love the concept for 100 rogues and would like to support the developers (and I was really annoyed after my death to a teleswao into a room full of bandits) so I shelled out my 99 cents for the mystic.  Turns out, this class is as buggy, if not more so, than the tourist. (see previous post.)  Without further ado, the mystic.

 

1: Red and blue potions restore 10 hunger to the mystic.  note: untested for yellow. Potions of mutation do not restore hunger.  This may or may not be intentional, but either way it is completely broken.  Assuming it is intentional, it is probably a way of compensating for the mystic having the lowest starting hunger in the game, with just 2 ginger heads (40 hunger).  If it is unintentional, should be an easy fix.

 

Uses: red and blue potions, when used when their resource is at full, instead increase that resource.  Boss rooms before satan have an unlimited spawn of enemies that have a chance to drop potions. (red and blue for genie, pretty sure just red for pope).  Having potions restore hunger completely removes the time element from boss fights, allowing the player to sit back and farm potions as long as they wish, increasing health and mana indefinitely.  The fact that the mystic does magic damage, pretty much exactly enough to kill beetles as they spawn, and had magic resistance for the boss damage, only adds to the exploitability of this.

 

2: Like the ambassador, mystic can deal damage multiple times to a boss in the same turn, allowing for multiple exp/score gains.  Eash square of a boss can be set on fire with the prison or fireball, allowing for up to 9 sources of damage at once per turn for pope and satan.

 

Uses: this one should be simple.  When boss hp is low, set all squares on fire.  Enjoy many times exp/score.  This is helped immensely by health bars, which are an awesome improvement to the game.  My current record is 4 satan kills, but it should be possible to get up to 9.  I have been told that this will be fixed in the next patch, so I will not discuss further.

 

3: spellbook cannot be alchematized.  This does not make the mystic overpowered, but it is still broken and needs fixing  On a side note, mystic is a great farmer of spellbooks for a fairy playthrough, as any scroll (even unstick) can be transmuted into a spellbook, greatly increasing the probability of finding one or more.  If you have the combo scrolls, you are guaranteed as many as 3 spellbooks by the time you reach the locker on the pope level.

 

4: entire stacks of items (potions) are treated as one item in alchematize.  Not sure why anyone would want to get rid of a perfectly good potion, the transmute list is not very good and it is irreversible.  Nonetheless, in the interest of science it should probably be fixed

 

tl;dr: the bolded numbers sum it up quite nicely

 

Congratulations on making it all the way through my wall of text! I leave you with a challenge: for now at least, I will not be spending any more money on classes of unknown glitchiness.  The challenge is this:  give me all the available classes, and I will gladly pay double for those that I cannot find a glitch or way to break the game with.  Either, way, you win:  if I do find glitches, the game is improved with them being fixed.  If not, you are up a few dollars.  Honestly, I will probably end up buying the classes eventually, but I'd like to make it interesting :P

3:04 pm
January 13, 2012


WesPaugh

Admin

posts 301

1: Red and blue potions restore 10 hunger to the mystic

Also true for all other classes in the game. Yellow potions restore 10 belly as well. Mystic damage works the same as the fairy's wand, too. (and actually, Mystic is less able to farm these potions in the genie fight, since her fireball costs energy to cast). Whilst I, humble programmer, am fairly receptive to feedback for the classes I've designed / balanced, these qualities were signed off on by our dedicated designer, Keith, and revisited numerous times. If he agrees this needs changed, I'll do it.

2: Like the ambassador, mystic can deal damage multiple times to a boss in the same turn, allowing for multiple exp/score gains.

Blah, I keep putting this off and forgetting about it. Stick note is now fixed to my screen in a fairly annoying spot.

I keep going back and forth in my head about Fire Cage. On the one hand, in early game it's really really powerful; all melee monsters are pose little threat. But, it doesn't scale damage at higher levels, meaning that, in theory, it should not prove useful as much beyond a temp immob by the time you're in Hell. I'm hesitant to move it in the skill tree for this reason. Hopefully I can spend some more time with her and decide.

3: spellbook cannot be alchematized. Not sure about this. It struck me as the sort of item you'd never *want* to alchematize, so I didn't support it. But if that's what you really want…

I probably should scale back the odds on getting a spellbook, from the sounds of it. I like that it's possible, but it ought not be farmable. Hunger should be a limiting factor, so maybe it requires a larger energy requirement. Maybe, all the energy?

Hmm, I like the idea of improving her crafting abilities. I could have some real fun with that in an hour or two sometime…

4: entire stacks of items (potions) are treated as one item in alchematize.

I wouldn't get your hopes up on this changing much. While I see your point, Alchematize is a somewhat unwieldy skill in terms of balance; you've pointed out ways it can be farmed for Evil (well, Evil from my perspective as part-time designer), and there are many instances where using it has little to no benefit. That said, I can think of teeny tiny benefits I can add for alchematizing stacks that I might include.

8:25 pm
January 13, 2012


ChronicApathy1

Member

posts 14

Post edited 8:29 pm – January 13, 2012 by ChronicApathy1


Thanks for the info concerning potions, this is good to know.  Silly me for not noticing this sooner.

I feel like cage is a pretty balanced spell other than multiple exp gains, but I'd like to know how it scales with level.  I put points into it sometimes because I don't care enough about other skills, but they feel kind of useless without a damage increase.

If you don't want something to happen, don't let it happen.  You make the game, you make the rules. If something is "evil," take it out :P

Why would someone playing a mystic, someone who cannot use a spellbook, not want to transmute a spellbook? to the mystic, it is just more class-specific junk.  On that note, unless you want to encourage farming, I would consider not allowing transmute to give class-specifics (excluding monster, of course.)

Speaking of things you would not want to alchematize, what rogue in their right mind would essentially waste an entire stack of potions?? but in the name of science/thoroughness, I did so and presented the issue to you :P

Also, any word on my challenge? Pretty sure I said this earlier, but you pretty much win either way :D

Sorry if I sound angry/condescending/negative in any way… just coming off a heated/angry discussion from another forum so there is probably some residual effect.

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