Tuesday, 24th December 2013, 23:48 by and into
Okay, necroing from a really long way back. While giving some feedback for a couple of different gods, I had some new ideas for Sethygir that might address some of the problems endemic to a god that gives advantages based on watery terrain, while providing a somewhat (I hope) more interesting conduct, using dpeg's idea of slower movement when away from water.
The following attempts to address the problem of kiting enemies to water in two ways:
1.) You have slower movement when away from the water. This makes kiting much less optimal most of the time.
2.) You do not get any passive benefits (aside from your *normal* movement speed) while near water. Rather, the strength of the activated transmutation abilities that Sethygir gives you scales up based on the amount water around you (instead of scaling up with piety or invocations skill). However, using those skills, and thus really taking advantage of watery terrain, also costs piety. This gives a hard cap on how much of a meaningful advantage you could gain by leading enemies to water before fighting them.
The idea is not for you to kite, but instead you have to use the terrain to your advantage thoughtfully, making interesting decisions about how to explore the dungeon and approach specific fights based on the water-layout that generated on a given. That would be very cool, I think, and most of the changes you'll see below are geared toward that goal.
So here would be my revised proposal for this god:
Sethygir the Sunken
The patron deity of an ancient civilization that now lies in watery ruin, Sethygir the Sunken yearns to draw as many domains as possible into his demersal realm. Sethygir bestows the strength of the ocean upon his devotees, who may command the mighty winds of the sea and polymorph fluidly between various forms of aquatic life. However, be warned that worshiping Sethygir links one’s essence to the water—for better and for worse. The strength of your divine transmutations is directly proportional to the amount of water near you, but you will find movement awkward and slow should you venture too far from the sea.
Appreciates: Killing landlubbers
Depreciates: Servants who are lax in their duties (Piety decays over time)
"Rafter of Sethygir"
Piety ------
Passive: You can swim gracefully through shallow and deep water without penalty.
[You can stash things in deep water and retrieve them, etc. Does not scale up with piety, just something that “turns on” for as long as you worship Sethygir]
Passive: Your energy ebbs, making movement difficult, whenever you stray too far from the sea. [When not in LOS of water, you get a movement penalty—note, the movement penalty greatly diminishes any kiting ability. You have to use the generated terrain to your advantage, rather than draw enemies back to it repetitiously.]
Passive: Sethygir initiates monsoon season.
[Scales up with piety. More water tends to spawn; see note below on how I’d imagine this could work in an interesting way.]
"Seafarer"
Piety *-----
Active ability: Breath of the Sea. Piety cost: 0; Food cost: Small; Breath.
Breath attack with good damage and knockback component; breath timer. Damage scales with character level. At piety *** upgrades to a cone-based attack like dazzling spray with better damage and greater knockback.
Passive ability: Sense water. You know the location of any water on your current level. You get no information about what the dungeon around the water looks like, what monsters are in/around it, etc.; you just have the location of water marked at all times on the mini map, whether you have seen it or not.
"Boatswain"
Piety **----
Active Ability: Form of Eel (Food, small up-front piety cost, does not time out unless ended through abilities menu, drains piety while transmuted)
Turn into electric eel. If not in water, Sethygir will provide a one-tile pool of shallow water beneath you, if necessary. Your breath attack turns into an electric bolt; while in this form, your breath cooldown is greatly reduced. Movement restricted to water while in this form. Can temporarily “submerge” (equivalent to invisibility, but you can’t attack while in this form).
The strength of this and all other Sethygir transmutations is directly proportional to the amount of water in LOS. (See note about these transmutations below.)
"Deck Cadet"
Piety ***---
Active Ability: Form of Sea Nymph (Food, medium piety cost, does not time out unless ended through abilities menu, constant piety drain while active)
Turn into a Sea Nymph, which is very similar to Merfolk (amphibious), except with an even stronger connection to water. You retain your “breath of the sea” ability while in this form. As a sea nymph you get full armor slots while keeping all non-equipment-related intrinsic traits of your own race as well. When you go into this form for the first time, anything you equip that cannot be worn in your normal form will be stored on Sethygir's behalf in Davy Jones' Locker, and will instantaneously reequip should you re-enter this form. In addition, this form can draw rejuvenating strength from the sea: As a sea nymph you enjoy a bonus to HP and MP regeneration proportional to the amount of water around you. However, your heightened connection to water works both ways: The movement penalty when outside of LOS of water is also increased for sea nymphs.
"Chief Mate"
Piety ****--
No additional abilities.
"Captain"
Piety *****-
Active Ability: Kraken Form (Food cost, piety cost: Very high)
Sethygir will provide a four-tile pool of water to accommodate your form, if necessary. Strength of transmutation is proportional to amount of water in LOS. Your breath ability becomes “Ink Cloud,” which creates a special fog that you can see through, but which inflicts blindness upon your enemies. The breath cooldown for ink cloud is longer than usual, however.
"Commodore"
Piety ******
Active Ability: High Tide (Food cost; piety cost: Extremely high)
Sethygir steels his power to flood the level, providing additional sudden water spawns throughout the area. A level can be flooded only once. Sethygir cannot flood the abyss.
Notes:
1.) How Sethygir’s passive “increase water spawn rate” ability could work while still being interesting would be for it to tend to generate a small “river” on levels. At higher piety the river won’t be much bigger, but will have a couple of tributaries and a few other puddles added elsewhere. Even at high piety, traveling too far from the river would be very dangerous. The point here is to completely alter how people approach exploring the dungeon, without making it unplayable if you need to explore the dungeon in the usual way. The ****** ability also means that if you get a bad layout on a branch end, etc., that is too risky to brute force and which you can’t afford to by-pass, you still have one (albeit very expensive) option available.
2.) All of these divine transmutations do not time out; they end only when you (a) "End Transformation" to revert, or when you enter a new form. When in one of Sethygir's forms, however, there is a constant piety drain that accrues while doing any action except resting. For each transmutation, the “spell power” that determines the strength of the form you enter scales up with water in LOS. While in the form of a sea nymph, you mostly retain your own characteristics, but enjoy bonus HP/MP regen the more water you are around—however, at the cost of a steeper conduct when away from water. Eel form would be like “aquatic spider form” in terms of stats—most armor melds, you don’t have as much HP, but you get a bonus to EV. The amount of that EV bonus, as well as your offensive capabilities (melee and bolt attack) scale up based on the water that is around you. In addition, eel form can only move through water—you have to revert or transmute to sea nymph to go on land. Kraken form, as I imagine it, would have high HP and enormous offensive capabilities, but low defenses—a bit like dragon form. When in Kraken form you just spawn friendly tentacles that fight dudes for you automatically. The number of tentacles you spawn (and rate at which they spawn) as well as the base damage of your melee attack scales up with the amount of water around you.
3.) This would all be "behind the scenes," but the piety level at which you can *enter* a certain aquatic form and the minimum piety level at which you can *stay* in said form need to be "staggered" with the latter smaller than the former. This is just to prevent situations in which someone enters a form, only to have the up-front piety cost suddenly disable use of that form, which would be (needless to say) extremely frustrating and bad interface.