degeneration rework


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Dungeon Dilettante

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Post Wednesday, 28th September 2016, 19:44

degeneration rework

!degen could actually be made interesting by simply making the player quaff every potion stack if quaff ID'd resulting in a pseudo paralysis depending on number with matching Tomb-tier drain and potentially sending you to 0 stat.

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Post Wednesday, 28th September 2016, 19:47

Re: degeneration rework

Unavoidable deaths are not interesting to many players IMHO.
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Post Wednesday, 28th September 2016, 20:03

Re: degeneration rework

Degeneration could have a bit more to it though, because right now it generally doesn't matter.
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Post Wednesday, 28th September 2016, 20:10

Re: degeneration rework

Since the devs don't want to give MR+ to !resist, how about giving it to !degen? Maybe increase the stat rot to compensate. This would make the potion occasionally useful, but with a downside, like some other potions.
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Ziggurat Zagger

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Post Wednesday, 28th September 2016, 20:13

Re: degeneration rework

+MR, Slow and 50% damage the player deals. So it can be useful for teleporting away from banishers/paralyzers when you are not ready yet but can easily kill you if you quaffid-ed it in danger (unless you had Sigmund/Grinder where it still can be useful).
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Post Wednesday, 28th September 2016, 20:15

Re: degeneration rework

VeryAngryFelid wrote:Unavoidable deaths are not interesting to many players IMHO.

degens do not reduce your hp at all making death due to solely quaffing it simply impossible

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Post Wednesday, 28th September 2016, 20:18

Re: degeneration rework

Degen rework: remove degen

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Post Wednesday, 28th September 2016, 20:20

Re: degeneration rework

shutyourtrap wrote:degens do not reduce your hp at all making death due to solely quaffing it simply impossible


You mentioned "pseudo paralysis" and paralysis leads to unavoidable deaths easily.
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Post Wednesday, 28th September 2016, 20:26

Re: degeneration rework

shutyourtrap wrote:!quaff ID'd resulting in a pseudo paralysis


Such as, perhaps, the inability to move and a sharp drop in EV? We could give an AC and HP bonus to compensate.

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Post Wednesday, 28th September 2016, 20:26

Re: degeneration rework

And call it lignify? ;)

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Sorry if this is what you meant, I am not good at getting (or making) jokes
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Post Wednesday, 28th September 2016, 20:27

Re: degeneration rework

Rast wrote:
shutyourtrap wrote:!quaff ID'd resulting in a pseudo paralysis


Such as, perhaps, the inability to move and a sharp drop in EV? We could give an AC and HP bonus to compensate.


Tree Form...?
duvessa wrote:teleportitis is annoying but i dont think you could ever convince me it is dangerous, let alone crippling


duvessa wrote:DCSS Go: jump down the nearest manhole and fully explore the sewers before you go back out

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Post Wednesday, 28th September 2016, 20:29

Re: degeneration rework

VeryAngryFelid wrote:
shutyourtrap wrote:degens do not reduce your hp at all making death due to solely quaffing it simply impossible


You mentioned "pseudo paralysis" and paralysis leads to unavoidable deaths easily.

you could easily avoid that danger if you don't quaff highly stacked unID'd potions at all assuming that the feature is implemented

this would add risk and a little variety to the common "if I quaff'd this highly stacked potion, this may have a chance to have !curing in it"

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Post Wednesday, 28th September 2016, 20:33

Re: degeneration rework

Oh, so you are trying to reduce quaff-iding? Why? Personally I never quaff-id unless I have no choice but it is not fun to have unidentified potions even after clearing Lair IMHO.
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Post Wednesday, 28th September 2016, 20:48

Re: degeneration rework

this would be just an early game mechanic which has absolutely zero relevance to anything after you ID'd everything which is fine as long as there's an improvement

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Post Wednesday, 28th September 2016, 21:00

Re: degeneration rework

removing degeneration would also reduce quaff-iding since it makes scroll-iding more appealing when there are fewer potions that have no effect

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