About Djinn fighters


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Mines Malingerer

Posts: 44

Joined: Thursday, 1st August 2013, 02:58

Post Friday, 23rd August 2013, 20:10

About Djinn fighters

The way djinn are set up, it seems it would be better to just forget about anything that uses MP and just hit things.
That way, you don't kill yourself every time you attack, and with the HP and MP merging, your total pool is larger for HP purposes than it would otherwise be (so, a fighter training Evocations for ranged attacks and MP seems like it would be good).

Is this why it isn't certain that they will be in .13? Because practical gameplay seems to go counter to flavor?

Ziggurat Zagger

Posts: 6454

Joined: Tuesday, 30th October 2012, 19:06

Post Friday, 23rd August 2013, 20:32

Re: About Djinn fighters

That is a flaw in their design, I don't think it's the only one. It also seems to me that they are "too weak early" and "too strong late". The whole EP mechanic seems like it has yet to find a balance (It's either too powerful, or too risky depending) It may or may not be possible to do so. The whole 'hunger as contamination' doesn't seem to yet work as intended. There are also a number of other questions about their design and theme.

That doesn't mean these things aren't fixable, but I'm not sure they will be. Djinn have quite a number of experimental features all wrapped up together, the result is.. interesting, but difficult to figure out which thing(s) to tweak to make it a race that works without being overpowered.
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Vestibule Violator

Posts: 1591

Joined: Saturday, 3rd August 2013, 18:59

Post Saturday, 24th August 2013, 08:23

Re: About Djinn fighters

Siegurt wrote:That is a flaw in their design, I don't think it's the only one. It also seems to me that they are "too weak early" and "too strong late". The whole EP mechanic seems like it has yet to find a balance (It's either too powerful, or too risky depending) It may or may not be possible to do so. The whole 'hunger as contamination' doesn't seem to yet work as intended. There are also a number of other questions about their design and theme.

That doesn't mean these things aren't fixable, but I'm not sure they will be. Djinn have quite a number of experimental features all wrapped up together, the result is.. interesting, but difficult to figure out which thing(s) to tweak to make it a race that works without being overpowered.


In all honesty, it doesn't feel anymore overpowered than a MiBe, NaVM, DEFE, or GrMo. The problem is, it FEELS broken, like its still in beta stages. However, I do think that Djinnis are really really fun to play and don't particularly want anything about them to change. XD
To all new players: Ignore all strategy guides posted on the wiki, ask questions in the Advice forum, players with lots of posts normally have the best advice.

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