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Welcome   by codezombie on 05-07-2010 01:55:58
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 Subject :Character compilations, builds, and tactics.. 17-06-2011 20:29:36 
Jester5093
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I'm amazed no one has started a thread like this yet.

 

Until the documentation comes out, and we can see exactly what each spell does, etc. I figured we could start compiling our own builds, and opinions on spells/tactics.

 

I'm running 1 2hAxe char, 1 mage, and 1 archer.  All on casual right now while I learn the characters.

 

Got to level 14 on the 2h axe, 4 in health regen, 4 in axes, and 2 in berserk.  I didn't really care for this combo much, still died a ton, didn't feel the damage was great, even with berserk, and with 4 in health regen berserk still drained health fast.

 

The mage, I tried circle of flame first, and that dropped my mana worse than berserk dropped health.  Also was weak at level 1 for that level of mana usage.  Next mage I tried fireball on.  Slightly better, but burned through mana like crazy, and I was left with autoattacking for most fights.

 

Archer, multishot maxed, archery maxed, I love the range, you are forced to kite as you do extremely low damage.

 

I've also noticed that magic 1shot killed every one of these chars.  Yet my mage can't 1 shot kill anything.  Anyone found a better combo?

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 Subject :Re:Character compilations, builds, and tactics.. 17-06-2011 23:40:18 
codezombie
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Endurance and Magic is used to calculate magic resistance, there is "of Shielding" types of equipment that will increase your magic resistance, and levels of scale mail increase magic resistance. Since standard armor doesn't protect against magic attacks, it is good to have one of these when fighting magic casting creatures.
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 Subject :Re:Character compilations, builds, and tactics.. 20-06-2011 17:32:45 
jiistme
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Currently I only have one character that I have recreated several times. The current version is a level 7 mage with 2 points in Ice Bolt, 2 in Mana Regen, 1 in Frozen Armor, and 1 in Circle of Flame. In previous incarnations of the character I have tried out the first electrical spell (can't recall the name) and a point in staffs.

 

I definitely like Ice Bolt and Mana Regen. Frozen Armor is tough to tell if it is actually doing anything or not, but it isn't a very big mana drain either, so I leave it on. You are right about Circle of Flame, huge mana drain, so I only turn it on when I have 2 or more enemies around me. My goal is to get my mana regen up high enough that I can turn circle of flame on more often. My character dual wields long swords because it seems that until I get enough points in my magic, I can't solely rely on my magic to win battles (which is why I did not put a point in staffs in this incarnation of my mage). I liked the additional magic points that the point in staffs gave one of my previous incarnations, but I think I picked that up too early in the game. Carrying a staff with a bonus to magic versus duel wielding swords (or using a sword and shield) didn't seem worth it. Once my mana regen and ice bolt are strong enough though, I may start putting points in staffs or cloth armor for the bonus magic points.

 

I enjoy the game quite a bit so far. I just wish there was more information on the abilities. Like, how much damage is my ice bolt doing? How much is it slowing down the enemies? If I put another point in it, what does that do? Questions like that abound. But, I still enjoy running around dungeons pummeling monsters, getting loot, and leveling up. :)

 

I will post here as I play more and get more thoughts on other abilities.

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 Subject :Re:Character compilations, builds, and tactics.. 21-06-2011 06:06:17 
codezombie
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Before 1.0.8 staffs were fairly useless.  As of 1.0.8 and later, bonus damage to staffs are calculated from the greater of strength or magic.  If your magic is fairly high, than staffs may do more damage than 1 handed weapons.

I'll go ahead and focus on creating a small guide on the game mechanics.

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 Subject :Re:Character compilations, builds, and tactics.. 21-06-2011 16:35:32 
jiistme
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That is cool. I think I was trying out staffs early on in my character's run through the dungeons, so I didn't notice a big difference. I will try out a staff and see what how I like it. That information definitely makes me think more about putting points into staffs for the magic bonus. Thank you for the information. Also, after finding this post by you, it really helped me get a better idea of all of the spells and abilities: http://www.deadlydungeons.com/index.php?option=com_content&view=article&id=9%3Askills-and-abilities-and-spells&catid=1%3Adevelopment&Itemid=2.

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 Subject :Re:Character compilations, builds, and tactics.. 21-06-2011 16:45:36 
Jester5093
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Well that post has opened my eyes. Now I need to try a staff user with fireball, frozen armor, mana regen, and growth, as every other spell is meh compared to those. Does Agility or Strength determine bow damage?
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 Subject :Re:Character compilations, builds, and tactics.. 21-06-2011 17:26:45 
jiistme
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lol...Yeah, my first thought when I saw the ability list and now that I know about staffs was to try a mage with points in staffs, fire arrow, frozen armor, mana regen, and charge. I figured that at the end of every battle I would hit a charge so that my first fire arrow shot in every battle would be with a significant damage increase. But, now that I think about it, maybe fireball would be better. It hits multiple enemies and the charge is cheaper than the fireball, so it makes the total mana used cheaper than firing 2 fireballs. Also, I just tested using a staff with my level 7 mage and it is definitely stronger than dual wielding swords now that I have a ton of points in magic.
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 Subject :Re:Re:Character compilations, builds, and tactics.. 21-06-2011 19:12:31 
lucasjung
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I really like this game, but I also agree with some of jiistme's concerns. I would very much like to play a character who relies almost exclusively on magic for combat, but even though I have built a character for that purpose I still end up using my staff far more than spells in combat. I haven't put any points into Strength, and I have put just enough into Endurance and Agility so that I don't get knocked down too easily, with everything else going into magic. Even so I don't have enough mana to kill anything but the weakest monsters before running out of mana and using my staff to finish the job. I've maxed out mana regen, but it still regenerates so slowly that I can only cast one ice bolt for every three or four strikes of my staff, and that's without even casting any other spells. With mana regen maxed out, mana should regenerate fast enough that basic spells like ice bolt can be cast indefinitely without resorting to mana potions. More complex spells shouls still use up mana faster than it replenishes, so that spellcasters still have to manage their mana.

As for a guide to powers, I'd also really like to see one. I would stronly recommend building it in wiki format: I think it would be easier for you to keep updated as you modify the game, and I generally find it to be an easy way to access information about a game.



[jiistme 20-06-2011 10:32:45]:
...it seems that until I get enough points in my magic, I can't solely rely on my magic to win battles... 

I enjoy the game quite a bit so far. I just wish there was more information on the abilities. Like, how much damage is my ice bolt doing? How much is it slowing down the enemies? If I put another point in it, what does that do? Questions like that abound. But, I still enjoy running around dungeons pummeling monsters, getting loot, and leveling up. :)

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 Subject :Re:Character compilations, builds, and tactics.. 22-06-2011 03:04:50 
codezombie
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Well, it isn't too hard to change how the magic works.  Do you think if I doubled the amount regenerated for mana it would improve the game for magic users?  Considering the close proximity of creatures, mana should probably regenerate much faster.

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 Subject :Re:Character compilations, builds, and tactics.. 22-06-2011 03:06:52 
codezombie
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Also, let me know if any skills seem relatively useless. This likely means they are underpowered. Players should really have a hard time deciding between skills, because they should have equal importance in use considering a build with at least 10+ levels.
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 Subject :Re:Character compilations, builds, and tactics.. 22-06-2011 04:50:27 
lucasjung
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I think that doubling it is a good start.  You might have to adjust up or down from there, but it definitely needs to regenerate faster than it does now. Another solution might be to increase the difference in mana cost between basic attack spells (stuff like frost bolt) and more powerful spells (like the area effects). It should take some time to recover mana after using the big spells, just not the little ones. You might get the desired effect by just leaving mana regeneration alone and instead cutting the mana costs of some spells. If you do raise the mana regeneration rate, you might find that you need to raise the mana costs for some of the more powerful spells.

 

I would also suggest having mana regenerate at a low rate even for characters who don't have any points in mana regeneration. A spellcasting character doesn't really become effective until third level: when you reach 2nd level you can take a basic offensive spell, but you can't really use it much unless you want to spend a lot of money on mana potions. Once you reach 3rd level you can get some mana regeneration so that you can actually use the spell you took at 2nd level. If mana regenerated to begin with, that spell would be useful from the very beginning.

 

It's hard sometimes to tell if a spell is doing something for you. For example, there's no obvious feedback whether or not an ice bolt has slowed an enemy or whether or not an electrical spell has stunned an enemy. This makes it hard to judge how useful a spell is. One spell that doesn't seem to be doing much for me: I can't remember the name off the top of my head, but it's the electrical spell that does a small area attack that's supposed to deal damage and stun. As I just mentioned, there's no indication if the stun part is working or not. As for the damage, it doesn't seem to be doing a significant amount.

 

One spell that seems kind of useless: there is a spell that grants temporary regeneration. Why would I put skill points into that spell when I can just get the health regen skill instead?

 

I've built two characters so far: a spellcaster that I've taken to the doors in level 14, and an archer that just finished level 10. The archer is a heck of a lot easier to play with than the spellcaster. I think a big reason is the aforementioned issue with mana, but I think the biggest reason is multi-shot. I don't know what exactly multi-shot does behind the scenes, but it seems to be very powerful. I know you were asking about under-powered skills, but I think that multi-shot might be a bit over-powered.

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 Subject :Re:Character compilations, builds, and tactics.. 22-06-2011 05:08:52 
Jester5093
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Hah, I hated multi-shot. felt so weak compared to a 2h str user just 2 shotting everything.

Mana regen needs a lot of work, as every spell costs a significant amount. When you have to cast 3-6 times to kill a normal mob, and your mana allows for 4-6 casts, you are screwed anytime you see more than 1 thing. I can already see that if you can't 2 shot things like a 2h str user, you need to aoe. Archer does this with multi-shot, and mage does this with basically 4 spells. However, out of those 4, 1 is weak (the lightning), 1 is expensive (fireball) and 2 are impossible to use due to mana (blizzard and the fire one like blizzard).

This means that fireball will be the most used skill, and by far the best as far as the numbers go. Stunning sounds great, but since it isn't likely you'll permastun like mobs, it's better just to kill faster.

Frozen armor seems useful, but it's the only buff spell. That shouldn't be, it's going to be a must have.

Single target spells should be much stronger than aoe spells, or aoe spells make them useless. Fireball hits pretty much as hard as firebolt, but hits 2 things. No brainer. The mana cost is slightly higher, but since both are so high you aren't casting much anyway, again, no brainer. Here are the issues I see.

Str user = once you max your weapon, and berserk, and health regen, you're pretty much done. And your damage REALLY drops off once you hit level 10 or so. berserk cannot be kept on often due to the massive health drain, even with health regen maxed. So your damage turns to meh compared to mobs damage. I made it through to level 14 on my str user, and it's really cause I was on casual. if I wasn't, I'd never have made it past level 10, and it would have been so frustrating.

Bow user = no idea if agility affects bow damage, but it should. Having to keep str and agi up is tough. Armor piercing just felt weak. I was hitting 6+ times on hobgoblins, but I could kite, so it kinda evened out. But you have even less ways of upping damage. Multi-shot I guess should double your damage, but it wasn't noticable. It is an aoe though, so that could work, I probably should dedicate more time to that build.

Magic user = Mana sucks. You don't start with a mana skill. You end up hitting things more than casting. it would appear that magic would end up being the strongest with charge, staff skill, and high int. I'll have to test it.

As to the person above me, that health regen spell is so much better than health regen. If you don't insta-gib, that spell is awesome. Also, I like the flavor of mana regen being what you need to keep your health and mana up, due to that spell.

Magic resists also need a ton of work. Magic on enemies is WAY too strong. you either have to build solely to not be insta-killed by that mage you can't even see, gimping you against everything, or you insta-gib. What's even worse is that they have cooler spells than us, and are much stronger. Life steal? I'd love to have that spell.

I have to say, deadly dungeons is amazingly fun. I bought it darn near instantly on playing it. The fact that you're updating and have some great ideas clinched it. If you need help testing stuff, I'd be glad to help out. Just tell us what you need, and we'll make it happen. You rock!

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 Subject :Re:Character compilations, builds, and tactics.. 22-06-2011 14:55:29 
lucasjung
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For my archer character I've been dividing my points evenly between Str, Agi, and End (I'm assuming that ranged damage is based on Str, which makes sense--I don't think that Agi should play into bow damage). I put one point into Miracle so I can remove status effects and one point into mana regen so I don't need to carry mana potions. I've maxed out multi-shot and have two points in health regen, probably going to max out health regen and then start putting points into armor penetration and scale mail. After that I'll probably put points into health potion, some more points into miracle, and maybe some ice armor. Not sure where to go after that, since I don't have many points in magic so the offensive spells won't be very effective.

So far the archer with multi-shot has made the game ridiculously easy: I just keep my distance from enemies, so the only things that are even able to damage me are ghosts and undead mages. A nice bonus of keeping my distance is that I rarely get stunned. I'll let you know how hard it is when I get to level 14.

I agree with you about magic resistance: all of my gear for both of my characters has the "shielding" trait so that I don't get immeidiately pwned every time I get within range of a magic user. I'd rather have other gear, but the shielding is an absolute must. This is definitely a balance issue, because I don't even consider using gear that doesn't provide shielding. Even with all of that shielding, fights with magic users are barely even for me.

I disagree about making single-target spells do more damage than aoe spells. I think a better way to achieve balance there is by adjusting the mana costs so that an aoe spell costs significantly more than an equivalent single-target spell. I would even prefer for the single-target spell to do less damage than the aoe spell, not more. The difference should be calibrated so that the aoe spell is more efficient (damge per mana) when there are multiple enemies, but the single-shot spell is more efficient when there is only one enemy. For spells like fireball that target a single square (2 monsters max), the break-even point should be at 1.5 monsters; for spells that target a larger area, the break-even point should be 2-3 monsters.

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 Subject :Re:Character compilations, builds, and tactics.. 22-06-2011 15:05:37 
jiistme
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Last night I started testing a new build. Fire Arrow and charge. I am only at level 6 (and at level 6 in the dungeon), but I am loving it. Charge up before a battle and then use fire arrow. I have one level in Fire Arrow, one level in charge and three in mana regen right now. Against the first boss (at level 5 at that point, so only 2 in mana regen) it did require kiting and 4 or 5 mana potions, but it seemed to work good. But, right now it seems that there is a bug with charge. It doesn't cost any mana. :) Still, I like the build and want to try it out even when charge gets fixed (assuming it is supposed to cost mana).

 

As for the mana regen problems...Hmmm...I think I like the solution of making the basic spells cost less mana. I love the design of the game where you can pick and choose how to set your stats and what skills you have rather than a class forcing that choice on you. But, it does seem that it would be nice to be able to cast more than you melee as a magic user. That being said, since staffs so far have been a good melee weapon for my magic users. I am also OK with the idea of mana being a scarce resource that is a bit more powerful, but you have to manage more closely. I really need to get one or both of my characters up a few more levels to get a better feel of the game as a whole and meet up against a few more bosses. Once I get there, I will post more thoughts.

 

All this being said, I would like to point out that I love this game. Thank you for all the work you are putting into the game.

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 Subject :Re:Character compilations, builds, and tactics.. 22-06-2011 17:42:30 
Jester5093
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Kiting does make it viable, but around level 14, damage is very low pretty much across the board. Which makes me think that the best bet is pure defense, since you can never get to the point where you can kill them before they kill you.

I'll have to try that.

 

Honestly, if a single target spell costs 3/4 of an aoe spell, I'd rather just use the aoe spell. Potions aren't that scarce. I have no idea what Jacob plans on making a theoretical max level, but I can guarantee you that you won't just be able to max as many skills as your method would imply.

Costing less isn't a good enough reason to take a skill.

I also think that you hit a good nail on the head. With that much MAD (D&D term, Multiple Ability score Dependant) for each character, a magic archer just isn't viable. Melee Mage is slightly more, but still, most of the melee skills aren't going to help.

So you're left with 4 points in weapons, 4 points in armor, shield wall is the only useful skill I can see in the third set, and that's only if you happen to use a shield (I stopped using as shield as soon as I got my first 2h, and almost all builds will skip shields), health/mana regen 8 points, and then you stop if you're not a magic user. You can possibly throw in frost armor as it isn't magic dependant, but your mana is going to suck without INT. So with 16-20 levels, you've probably maxxed everything useful for a character that isn't magic based.

If you ARE a magic based char, then 20 levels isn't enough without extreme budgeting of skill points. That's not a very balanced skill set.

We also need more money sinks, or something to do with equipment other than sell it. Maybe a breakdown/enchant system or something. I ended Dlevel 14 with something like 16-20k gold. I started buying equipment just because I might use it once, I had so much extra gold.

I also question what we consider viable. if I hit a monster for 1 point of damage enough, sure it's viable. But it's not really a good idea. Kiting and guzzling 6 potions as a magic user makes me wonder. That's what, 4-5 casts per potion, so around 30 casts? Really?! That's also pretty impractical, as the quick bar only handles 4. Messing around with your inv to get potions out just so you can cast seems counterintuitive in a fight.

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 Subject :Re:Re:Character compilations, builds, and tactics.. 22-06-2011 18:02:01 
lucasjung
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[Jester5093 22-06-2011 10:42:30]:

Honestly, if a single target spell costs 3/4 of an aoe spell, I'd rather just use the aoe spell. Potions aren't that scarce...Costing less isn't a good enough reason to take a skill.


You're making a lot of unfounded assumptions about the relative mana costs. I would like to see the mana costs balanced such that each element (ice, lightning, and fire) has one basic attack (either single-target or very small aoe, like a single square, which is two targets max) that uses so little mana that a character with 4 points in mana regen can use it over and over again indefinitely without depleting his mana supply (i.e. it replenishes faster than the spell uses it up), a character with 3 points can kill about 5-6 enemies before running out of mana, a character with 2 points can kill about 3-4 enemies before running out of mana, a character with 1 point can kill about 1-2 enemies before running out of mana, and a character with no points can kill a single weak enemy before running out of mana. For a magic-using character, this would essentially be the "basic attack." The other spells would use more mana, such that none of them can be used in rapid succession without resorting to mana potions. In that scenario, most people would take one or two of the basic spells to be their mainstay and then add aoe spells for dealing with bigger groups. In other words, the mana cost of the aoe spell should be set high enough relative to the single-target spell that the single-target spell becomes attractive. You say you wouldn't take a single-target spell if the aoe costs 133% as much mana as the single-target spell, but I was thinking more in terms of 200% or more.

 

In regards to shields, it sounds like shields are underpowered and need to be improved. Or maybe you need to give them another chance: you said that you found them to be of little utility at lower levels...have you considered giving shields another try at higher levels? That might address your problems with survivability.

 

I agree completely with you about the number of magic-based skills vs. the number of non-magic skills. I think there's a good slate of magic-based skills, but there definitely need to be more non-magic skills to give such characters something to take beyond 20th level or so.

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 Subject :Re:Character compilations, builds, and tactics.. 22-06-2011 20:05:21 
Jester5093
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Well, yeah, I kinda had to make an assumption, and give an example. I am not sure I like that idea, but it's obviously Jacob's call, not mine ;) I also am not sure the benefit would be as high as you think. If I can melee as a mage with a staff at a decent level, spamming much weaker spells wouldn't necessarily benefit me. It also isn't very thematic for a wizard. If you wanted to do that, I'd much rather the staff work like a bow, in that your basic attack is built off of magic, and is ranged. That's more thematic. And there is no way that fireball would work costing that much. Or blizzard. They already are so cost prohibitive that you can't use it to kill any monster worth killing. Having 2 casts of a fireball that don't do more than 1/3-1/2 of their health is not really great. You'd end up turning the mage into a weaker archer, spamming a lost cost low damage "spells" and never getting to really cast the bigger stuff. Again, not my decision, but that's my opinion.

I'm also using the current numbers for that scenario. It is very possible to tweak the damage and have that work, but not as much with the current numbers.

Again, I'll have to, but shields usually only give Def, not MRes. Def is never the issue, once you get past Dlevel 2-3 you don't take as much damage from normal attacks. It may work with my all Defense Build, since damage is so hard to come by anyway. So what if it takes me 30 attacks to kill that monster, he can't hit me hard enough to make it matter.

Also, keep in mind with shields: Archers can't use them.  Mages can't use them.  Only str based chars can, and then only 1h weapon users will.  So only 1/4 of all builds will be able to use shield wall.

Definitely, on the third point. It also depends on what the level cap is. We need Jacob for that ;)

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 Subject :Re:Character compilations, builds, and tactics.. 22-06-2011 20:57:43 
codezombie
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With the direct damage spells, I think the damage is fine.  The player just needs the ability to cast more often.  I'll go ahead and reduce the mana cost for these types of spells.

I suppose it would also be good to have a bit more variation in damage too.  Perhaps some spells like ice bolt and fire arrow can maintain their current damage with a reduced mana cost, and a spell like fireball could have increased damage with the current mana cost.  That way there are spells that can be used to bring tougher opponents or groups down quickly with the aid of mana potions, and weaker opponents can be dealt with using more mana efficient, but slower methods.

Perhaps I could add in Death Magic that can feature life tap (convert health to mana), life drain, decay, and some sort of status effect spell.

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 Subject :Re:Re:Character compilations, builds, and tactics.. 23-06-2011 08:43:56 
lucasjung
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[codezombie 22-06-2011 13:57:43]:

With the direct damage spells, I think the damage is fine.  The player just needs the ability to cast more often.  I'll go ahead and reduce the mana cost for these types of spells.

I suppose it would also be good to have a bit more variation in damage too.  Perhaps some spells like ice bolt and fire arrow can maintain their current damage with a reduced mana cost, and a spell like fireball could have increased damage with the current mana cost.  That way there are spells that can be used to bring tougher opponents or groups down quickly with the aid of mana potions, and weaker opponents can be dealt with using more mana efficient, but slower methods.

Perhaps I could add in Death Magic that can feature life tap (convert health to mana), life drain, decay, and some sort of status effect spell.


 

I think that those changes would work great, especially the idea of having some spells increase damage with levels while others reduce the mana cost.  I also like the idea of adding Death Magic, but I would strongly suggest adding some additional non-magic skills first, to help out.

Some ideas for non-magic skills:
An AOE attack for melee fighters (e.g. spin around and hit every surrounding creature once)
A knockback effect for archers.
A stealth skill (actually, a whole set of rogue skills, but a lot of those will have to wait until features like locks are implemented).
A charging shield-bash attack that deals damage to every enemy in the target square and pushes them back; if there are more enemies behind them, they also take damage and get pushed back, ad infinitum.
A melee attack that temporarily lowers the target's Magic stat (this might require implementing a new status).
An archer attack that lets the arrows shoot around corners (I'm not talking about shooting an arrow that makes a 90-degree turn and continues down the corridor, I"m talking about hitting an enemy that is just around the corner; I've noted that enemy spellcasters can hit me through walls this way, so it seems fair to even things out); I would still require the target to be selected, so you have to see it at least once before you can do this.

An idea for another spell: Cause a single enemy to temporarily change sides and help fight against the other monsters (this would need to be very expensive in terms of mana, or would have to only provide a chance of turning an enemy instead of guaranteeing it).

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 Subject :Re:Re:Re:Character compilations, builds, and tactics.. 23-06-2011 18:01:56 
Jester5093
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[lucasjung 23-06-2011 01:43:56]:

I think that those changes would work great, especially the idea of having some spells increase damage with levels while others reduce the mana cost.  I also like the idea of adding Death Magic, but I would strongly suggest adding some additional non-magic skills first, to help out.

Some ideas for non-magic skills:
An AOE attack for melee fighters (e.g. spin around and hit every surrounding creature once)
A knockback effect for archers.
A stealth skill (actually, a whole set of rogue skills, but a lot of those will have to wait until features like locks are implemented).
A charging shield-bash attack that deals damage to every enemy in the target square and pushes them back; if there are more enemies behind them, they also take damage and get pushed back, ad infinitum.
A melee attack that temporarily lowers the target's Magic stat (this might require implementing a new status).
An archer attack that lets the arrows shoot around corners (I'm not talking about shooting an arrow that makes a 90-degree turn and continues down the corridor, I"m talking about hitting an enemy that is just around the corner; I've noted that enemy spellcasters can hit me through walls this way, so it seems fair to even things out); I would still require the target to be selected, so you have to see it at least once before you can do this.

An idea for another spell: Cause a single enemy to temporarily change sides and help fight against the other monsters (this would need to be very expensive in terms of mana, or would have to only provide a chance of turning an enemy instead of guaranteeing it).

I don't think shield bash would be useful pushing them away.  Shields are melee.  If you push them back, you just have to chase them.

Shield bash should instead stun.  I'd actually like to see it be a percentage to stun with each shield attack (or bash).  5, 10, 15, 20%.  Would give melee a little more survivability since they can't kite.

Also, an update.  Got my pure defense char to Dlevel 5/Charlevel 5, and so far it's awesome.  I feel like my damage is on par with every other char I've made, and 95% of the monsters I see can't touch me.

The only time I've had to pot was during Dlevel 3, and I got a sporeling, worg pup, then sporeling all back to back, meaning sporeling and worg pup beating on me, then the other sporeling moving in to beat on me after one of them died.

I haven't found any mresist items yet, but I have a few dlevels before I need to worry about magic.

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Last Edited On: 23-06-2011 18:04:15 By Jester5093 for the Reason
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