About the Demonspawn magic shield mutation...


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

Temple Termagant

Posts: 12

Joined: Thursday, 5th February 2015, 19:02

Post Wednesday, 29th May 2019, 02:15

About the Demonspawn magic shield mutation...

I've noticed that if you're playing a Demonspawn spell-caster, that the magic shield (formerly mana shield) mutation isn't so great, as it will grant the spirit shield intrinsic, which reduces your MP if you take damage. For a wizard, this could be a bad thing, even if the mutation does grant other abilities on later ranks.

It occurred to me that it might be useful to be able to toggle the spirit shield feature on and off, with the 'a' key, as a special ability.

Ziggurat Zagger

Posts: 8786

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

Post Wednesday, 29th May 2019, 03:26

Re: About the Demonspawn magic shield mutation...

That would mostly be a newbie trap, it would basically never be a good idea to turn it off.

For this message the author duvessa has received thanks: 2
nago, VeryAngryFelid
User avatar

Shoals Surfer

Posts: 301

Joined: Saturday, 21st May 2011, 08:23

Post Wednesday, 29th May 2019, 12:20

Re: About the Demonspawn magic shield mutation...

Let me turn off my skin color too as a red Draconian Ice Elementalist.
(p.s. this is stupid some dev please make it not stupid) - minmay

Ziggurat Zagger

Posts: 4432

Joined: Friday, 8th May 2015, 17:51

Post Wednesday, 29th May 2019, 13:24

Re: About the Demonspawn magic shield mutation...

Yes, it would be really weird to have an exception. We do not have a toggle to turn off being monstrous or ability to wear helmets.
Ds is all about adaptation to random mutations you get all game. If you don't want to adapt, play some other species instead.
Underestimated: cleaving, Deep Elf, Formicid, Vehumet, EV
Overestimated: AC, GDS
Twin account of Sandman25

For this message the author VeryAngryFelid has received thanks:
nago

Swamp Slogger

Posts: 139

Joined: Saturday, 10th January 2015, 22:27

Post Wednesday, 29th May 2019, 14:36

Re: About the Demonspawn magic shield mutation...

As people have pointed out in the past, even if you could toggle it off, it would be a bad idea. Any hit big enough to deplete the large pool of MP you use as a primary spellcaster would devastate the (far smaller) pool of HP you use to keep your character alive.

Abyss Ambulator

Posts: 1193

Joined: Friday, 16th January 2015, 20:20

Post Wednesday, 5th June 2019, 16:07

Re: About the Demonspawn magic shield mutation...

Also, the next 2 levels of the mutation make your MP regen so fast that it's a huge bonus to spellcasters. Granted it might take many XP levels before you get those next levels of the mutation.

Blades Runner

Posts: 616

Joined: Thursday, 25th October 2012, 03:19

Post Saturday, 8th June 2019, 17:57

Re: About the Demonspawn magic shield mutation...

I wouldn't mind two flavors of demonspawn from the game start: monstrous demonspawn and demonspawn. Or, just better yet, turn monstrous demonspawn into it's own race: monster :P
User avatar

Shoals Surfer

Posts: 301

Joined: Saturday, 21st May 2011, 08:23

Post Sunday, 9th June 2019, 05:22

Re: About the Demonspawn magic shield mutation...

svendre wrote: turn monstrous demonspawn into it's own race: monster :P



There's an idea. Flavor it "druid" or something, expand the mutation list a bit.
(p.s. this is stupid some dev please make it not stupid) - minmay

Abyss Ambulator

Posts: 1193

Joined: Friday, 16th January 2015, 20:20

Post Sunday, 9th June 2019, 16:49

Re: About the Demonspawn magic shield mutation...

I agree. They are pretty different experiences.

Vestibule Violator

Posts: 1508

Joined: Monday, 21st November 2011, 07:40

Post Wednesday, 17th July 2019, 13:26

Re: About the Demonspawn magic shield mutation...

My issue with that mutation line is that you can die while autoexploring or hitting 5 with it. Pip 3 makes part of your HP regen apply to your mana pool instead; for most sources of damage that's fine because you have guardian spirit, and MP is just better than HP. But Poison ignores guardian spirit, and the 'am I lethally poisoned' check for autoexplore/autorest calculates based on your base HP regen. So if you have pip 3, you can be lethally poisoned without the game noticing, and just 5 yourself to death.
Usual account: pblur on kelbi

For this message the author byrel has received thanks: 2
duvessa, nago

Return to Game Design Discussion

Who is online

Users browsing this forum: No registered users and 13 guests

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