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Suggestions from a fan since 1.2

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8:49 pm
December 1, 2010


astigos

Member

posts 24

This is just a list of things I scribbled down while playing the game (2.0)

First a question: Is strength calculated for weapons of magic or griffin slayers? It feels like yes for the griffin slayers and no for the magic weapons to me.

Please change mail and plate. Leather is the best armor in the game. The armor bonus is not strong enough to counteract the evasion penalty. Even plate which has 30 armor is not worth the evasion penalty.

Please nerf movement of ranged attackers. Have them attack more and move less. With the addition of oversized rooms I have chased archers and ghosts across the entire edge of a room. As a melee build crusader they are simply annoying. Not challenging. Annoying. And imo annoying = broken. Satan's bodyguards never seem to move at all, so I am usually thrilled to fight them as a crusader, so kudos on that one.

As a sidenote to that, when too many flours or satan's bodyguards are on screen the delay between turns due to the animation is painful. But whatever, it's just an aesthetic thing.

Switch purify and heal. Purify is much more suited for melee attacking because damage is to be expected as a melee fighter. When wand used to be significantly weaker (pre 2.0) I used to specialize for melee wizard (which works pretty well) and having purify and the mana recharger upon melee kill made me damn near invincible. Or instead of giving the wizard heal, give her something like "Emerald Armor" which provides the wizard with a buff that will negate the next X damage from all sources which is a type of heal in its own way. It would actually be more effective than the standard heal as it could provide the "glass cannon" class with an extra X hp if used when at 100% health.

Throughout the game, but mostly in Hell, my max HP mysteriously drops. By the time reached Satan, my max HP was 31. I usually notice the HP drop when I hit 35 hunger. Unless I immediately eat I lose max HP. But in Hell, it seems like getting hit by some enemies reduces max HP. This is a gamebreaking bug that should be fixed with highest priority.

New game plus would be a nice feature. On a side note, when you beat the game it still says continue, but when I pressed it, it took me to the score screen again of that same game and returned me to the main menu. I then selected new game and it started a new game with my previous crusader. Needless to say I beat the game as a level 14 crusader in about 1900 turns.

Please make more items stackable: Drumsticks, Gingerbread Heads, Roasted Meat, Rotten Meat.

 

Now that I have my own thread I'll be sure to share my notes everytime they come to mind while playing. I love the game. Please keep up the good work and fix the bugs before adding extensive new content!

9:57 pm
December 1, 2010


Shmesus

Member

posts 8

I noticed the hp drop in hell as well, it is due to the succubus-like creature in hell.  I thought that the spell it cast was akin to the confuse spell of it's succubus cousin in the dungeon, but it turns out it drains max hp.  Needless to say, this has altered my playing style in hell.

 

I would have to disagree with the switching of heal and purify.  While I find heal hard to manage on the crusader, the crusader is a powerhouse which I found can work well with less healing.  The wizard needs purify, and I also used the wizard as a melee build untill the hp draining succubi were discovered.

9:34 pm
December 2, 2010


Keith Burgun

Admin

posts 253

Is strength calculated for weapons of magic or griffin slayers?

 

Yes.  Strength factors in for ALL weapons except Wands.

 

The next update increases the damage reduction of Plate and Chain.

 

Your idea about switching Purify and Heal is very good… consider it considered!

 

It's not a bug – Succubi reduce max HP – stay away from them!  We'll make an Event thing (like Miss!  Confused!  etc) for it.

 

Food items are not stackable by design.

 

Thanks for your great comments!

 

 

11:36 am
December 5, 2010


psycochiken

Member

posts 34

I agree with the plate armor needs a fix, without it heavy armaments is very nerfed maybe let it add to block?

 

Archer movement needs to be lowered, it makes them less dangerous, and more annoying. 

That said I would love to see teleporting assassins with bows… 

 

I love the idea of switching purify and heal, it will make the crusader much more balanced, heal is underpowered for a skill that requires something as erratic as faith as a perquisite. 

8:29 pm
December 22, 2010


astigos

Member

posts 24

I just wanna say that when you net an enemy "Immobile" is spelled wrong. It's spelled as "Immoble".

Suggestions for 2.3

I must say a lot of the rebalancing in 2.3 is very good. Here are some suggestions I feel are necessary.

 

The ghosts that regenerate health are difficult in an annoying way. I think they'd be fine if they simply regenerate 50% of their max health in between turns rather than 100%.

 

Pickpocket should be more effective in various situations. For example, it should be slightly more effective when picking from an enemy while facing their side, the front or side of an immobilized target, or a confused target. Pickpocket should be near 100% effectiveness when using it on the back of an enemy, on a target that's sleeping or stunned.

 

Blood Bask needs to work with bows, otherwise range specizalized scoundrels don't have any sort of heal function.

 

There is a deficiency in arrows for range spec scoundrels. I started using a bow at dungeon 1 after I picked up 150 arrows from my locker, and by hell 1 I had about 50 left. Had my game not fatally crashed between hell 2 and hell 3, there's no way I could have had enough to face satan. So save for a scenario where a player stores a TON of arrows for a future scoundrel, there's almost no way a player can be effective at marksmanship spec. It's unfair that a wizard should have an infinite ammo ranged weapon from the start, and a scoundrel that has to essentially put 2 points to be effective at a bow has to scavenge for ammuntion and pray that the gods of the random drop smile upon her.

Some suggestions: remove arrows from the game and just let bows function infinitely like wands. Allow the marksmanship skill to give the scoundrel the ability to "craft" her own arrows and essentially have infinite arrows like a wand. Change the drop rate for fired/thrown arrows to a much, much higher rate so more can be salvaged. Boost the drop rate of arrows in chests to a much higher number.

 

Give the scoundrel STR UP and HP UP skills like the other classes. With the scoundrel skill tree so thin, consisting of only 1 and 2 point skills, I find myself finishing an entire specialization quickly. If I want to go for a marksmanship build, there's no point in putting points into leap attack, skelly vengeance, or blood bask. I'd like to put those points into something that will boost my current build, and not provide a secondary build. I suppose this problem could be alternatively solved by making CRIT UP and EVADE UP, and really all the other skills to 3 point skills.

 

Skelly Vengeance should work with all crits. I think this would be fair because it's actually harder to use skelly vengeance if you're not using a dagger which can essentially crit on command.

 

There should be more grades of weaponry. Like in the bandit hole you get daggers, in the dungeon Kris drop, and in hell you get dirks. They'd all function exactly the same but each grade up is just a little stronger. In that same effect, Sword < Falchion < Cutlass, Shortbow < Longbow < Crossbow.

 

Show the energy cost of the scoundrel skills in her radial pop up menu.

11:36 pm
January 4, 2011


Keith Burgun

Admin

posts 253

Just double checked – Plate and Chain no longer have negative Evade, instead it's resistance.  And Chain has 30% armor (thats 30% of all incoming damage ignored) and Plate has 45 armor.

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