Search found 160 matches

Sunday, 9th June 2013, 04:09

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 59229

Re: New Species: Gargoyle

XuaXua wrote:Elementally, I think Gargoyles need greater skill differences than Deep Dwarfs; possilbly bump Ice to +2, or even embrace Ice and rework the species concept.


Deep Dwarves are the no-healing gimmick race. That is their thing. Any race that can heal is sufficiently different from them.

Sunday, 9th June 2013, 02:52

Forum: Game Design Discussion

Topic: New Species: Gargoyle

Replies: 215

Views: 59229

Re: New Species: Gargoyle

They're Gargoyles, not mole-men or rock worms. What do Gargoyles do? -Act as a downspout (Make them like a grey draconian!) -Observe silently (Maybe an ability to detect monsters for a short time?) -Scare evil spirits away from churches. (Maybe a fear-like effect?) -Gargoyle monsters are rElec++, bu...

Sunday, 9th June 2013, 02:46

Forum: Game Design Discussion

Topic: Discussion: Improving Skalds

Replies: 221

Views: 76246

Re: Discussion: Improving Skalds

So I know we've got three species and a branch to play around with, but is there any more work being done on this front, or any intention to merge it into Trunk?

Saturday, 8th June 2013, 19:39

Forum: YASD! YAVP! and characters in progress too

Topic: DrEE - How to kill TRJ

Replies: 6

Views: 2401

Re: DrEE - How to kill TRJ

I think opening with LCS & using Bolt of Draining to finish (more LCS when you get a clear shot) would probably be effective. Train up some more Conj & you should have good spellpower for both.

Saturday, 8th June 2013, 16:41

Forum: Contributions

Topic: So surprised this vault hasn't been done yet

Replies: 11

Views: 3955

Re: So surprised this vault hasn't been done yet

Ought to be a Book of Dreams in there.

Thursday, 6th June 2013, 20:35

Forum: Game Design Discussion

Topic: Unrandart: Lajatang

Replies: 18

Views: 5007

Re: Unrandart: Lajatang

I'm a fan of having it wax/wane with attacks, similar to EvilMike's suggestion. My thought would be to have each hit have a chance of building it up to its max, and when it reaches its max, it reverses and each hit has a chance of lowering it to the minimum. For the numbers, I would choose ones that...

Wednesday, 5th June 2013, 01:50

Forum: Game Design Discussion

Topic: New evokables

Replies: 5

Views: 1500

Re: New evokables

Have the spawn rates been increased for Trunk? I found several while clearing Vaults, and more in some of the branch ends (local).

Monday, 27th May 2013, 21:03

Forum: Game Design Discussion

Topic: Suggestions concerning Poison Magic

Replies: 169

Views: 46000

Re: Suggestions concerning Poison Magic

I'm likeing the 'immunity + insanity' self-buff idea. As was said earlier, useful versus rpois+ enemies doesn't have to mean irresistable damage. My proposal was a net-like effect, but this one seems better. I'm curious, can you elaborate on the net effect? I mentioned it on page 1, but the general...

Sunday, 26th May 2013, 10:32

Forum: Game Design Discussion

Topic: Suggestions concerning Poison Magic

Replies: 169

Views: 46000

Re: Suggestions concerning Poison Magic

I'm likeing the 'immunity + insanity' self-buff idea. As was said earlier, useful versus rpois+ enemies doesn't have to mean irresistable damage. My proposal was a net-like effect, but this one seems better.

Thursday, 16th May 2013, 16:07

Forum: Game Design Discussion

Topic: Suggestions concerning Poison Magic

Replies: 169

Views: 46000

Re: Suggestions concerning Poison Magic

The way I see it, Poison magic is the best/earliest way to kill beyond LoS or while running away. This is particularly true now that Summons don't attack if you can't see them and the target. Meph Cloud is a great way to get debilitating magic without investing in Hexes, and I think everyone who fin...
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