Deep Dwarfs (was: Elyvilon Reform)


Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.

Ziggurat Zagger

Posts: 8786

Joined: Sunday, 5th May 2013, 08:25

Post Wednesday, 25th March 2015, 03:07

Re: Deep Dwarfs (was: Elyvilon Reform)

partial wrote:there needs to be something you can use in a pinch
Why?

Snake Sneak

Posts: 107

Joined: Saturday, 25th February 2012, 10:49

Post Wednesday, 25th March 2015, 06:34

Re: Deep Dwarfs (was: Elyvilon Reform)

Heal-on-kill with no other healing heavily encourages saving weak monsters for later: If you run away from a fight at very low HP, then finding and killing new monsters will be very dangerous, but killing a stashed weak monster is a guaranteed and highly annoying way of healing. (If heal-on-kill depends on the power of the monster, the player can still stash a strong not fast meele-only foe.)
User avatar

Ziggurat Zagger

Posts: 4478

Joined: Wednesday, 23rd October 2013, 07:56

Post Wednesday, 25th March 2015, 07:53

Re: Deep Dwarfs (was: Elyvilon Reform)

A new idea: 1) no healing whatsoever possible 2) a lot of hit points 3) an activated ability: invulnerability for a few turns (take no damage) with a breath timer.
DCSS: 97:...MfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}
FeEE{HOIEMiAE}GrGlHuWrGnWrNaAKBaFi{MiDeMfDe}{DrAKTrAMGhEnGnWz}
{PaBeDjFi}OgAKPaCAGnCjOgCKMfAEAtCKSpCjDEEE{HOSu
Bloat: 17: RaRoPrPh{GuStGnCa}{ArEtZoNb}KiPaAnDrBXDBQOApDaMeAGBiOCNKAsFnFlUs{RoBoNeWi

Tomb Titivator

Posts: 853

Joined: Thursday, 29th August 2013, 18:39

Post Wednesday, 25th March 2015, 13:19

Re: Deep Dwarfs (was: Elyvilon Reform)

Sprucery wrote:A new idea: 1) no healing whatsoever possible 2) a lot of hit points 3) an activated ability: invulnerability for a few turns (take no damage) with a breath timer.


This kills you way too long after you make your mistakes though - I don't like it. I guess it's already in the game to a degree if you actually die by a million cuts and run out of wand charges/mp, but it seems much worse when that's effectively the only way to die.
User avatar

Slime Squisher

Posts: 406

Joined: Thursday, 1st March 2012, 01:42

Post Wednesday, 25th March 2015, 13:38

Re: Deep Dwarfs (was: Elyvilon Reform)

I would just make it so only consumable sources of healing work at all. Scrolls of recharging are plentiful, and maybe their ability would get some use this way.

Elv and Trog have appeal beyond healing. Mahk could give MP instead

This actually opens up more gods, instead if having a handful of "optimal" ones

For this message the author Pereza0 has received thanks:
Speleothing

Tartarus Sorceror

Posts: 1739

Joined: Tuesday, 13th March 2012, 02:48

Post Monday, 30th March 2015, 16:24

Re: Deep Dwarfs (was: Elyvilon Reform)

basil wrote:
Rast wrote:Downgrade Slow Healing to rank 2 -- no heal with monsters in LOS.


If you did that, you might as well remove DD.


You still have the slow heal plus damage shaving combo, which I think sticks as close as possible to what was originally intended with deep dwarves.
Previous

Return to Game Design Discussion

Who is online

Users browsing this forum: No registered users and 73 guests

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.