Halls Hopper
Posts: 84
Joined: Saturday, 3rd August 2013, 08:49
Demonspawn remake suggestion
If I got it right, Demonspawns were planned to be a specie, that requires player to adapt and be ready to change his/her playstyle almost anytime, when a new mutation kicks in. And, according to some people, sometimes this specie really can surprise you and force you to do so. There were questions/complains about "Nightstalker" mutation and "Monstrous" mutations facet, like "why some people abandon their characters, when they get Nightstalker/Monstrous?" and suggestions to move them somewhere, be it new specie or eternal oblivion. For what I think now - these is two best Demonspawn's mutations according to it's original idea. Both of these mutations affect game to such extent, that some players find it's no longer possible to play the same way they played up till now or planned to play. And I think it's awesome.
To be honest, right now I playing Demonspawns not like "very random race, that requires adapting", but like "very random race, that can get absurdly powerful if RND favors you". That's me, I don't know about other players, though. But lately I find myself become more curious, when facing these "game-breaking" mutations. I don't think "damn, again this useless Nightstalker", instead, I try to make use of this mutation. And I come to like Demonspawn's original idea very much.
However, at this moment, I don't think Demonspawn specie requires too much adapting nor rewards such playstyle enough. So my suggestion is to make these mutations less random but more cardinal. Something like premade patterns, possibly, with some themes.
To make it more like an actual suggestion, than just concept:
1) Make more of game-breaking mutations. We already have Nightstalker and Monstrous. There also could be some speed and metabolism affecting mutations; elemental themed (why not expand fire and ice facets?); magic oriented (like wild magic) etc.
2) These mutations will be a core for a pattern. Only one of them will appear on given character and will decide it’s playstyle. I suggest to make them appear on fixed level – six. Reasons: if you know that something is guaranteed to happen –> you’ll be morally ready for it –> less wine and less character dropping – you knew what you were doing. Also, game-breaking mutation, that appears on 20+ level is just stupid. And level six is not too high, to require you to achieve some steady build already, but not too low (remembering how Demonspawns gain levels) to encourage scumming. Also, six is a good number for a demonic thing.
3) Other mutations will be semi-random – with some variations for each selected pattern (core mutation). And obviously removing stupid stuff, like getting hooves with Nightstalker.
Patterns that I could think off:
- Nightstalker – obviously stealth oriented mutations or things, that at least don’t interfere with steals.
- Monstrous – go further, allow it to have tail, wings and fangs. No more body armor slot from moment mutation kicks in, all experience in armor skill up to moment redistributed to fighting/other skills and armor skill is removed, could have scales to compensate it. Also vote for no pesky antennae mutation in this pattern.
- Speed – both moving and metabolism. Mutations increase dodge and dexterity; reduce strength and health.
- Slow – moving and, probably, metabolism. Mutations increase armor, strength and health, maybe damage too; and ones that reduce dexterity and dodge, obviously.
- Overlord – don’t get any of “monster” mutations (that somehow change appearance), get everything else: PbD, PbP, Repulsion field, etc. Demonic Guardians could be exclusive for this pattern.
- Magic – could go two opposite ways – high power + low chance and low power + high chance. Get MP and intellect increasing, health reducing, utility mutations; probably, elemental facets too.
And so on.
Of course, it not fully preset. You can have same mutations in different patterns. And you’re not going to have every mutation from yours. But you’ll not get Black scales if you have Nightstalker or Speed pattern nor you’ll get Thin Skeletal Structure with Slow pattern.
The other suggestion I have is more experimental and less fitting. But there’s no harm in trying.
Devil Trigger (I’m a big fan of original DMC series) - an active skill, that temporary morphs character into a demon or, more like brings its true potential out. I know, that developers don’t like active skills too much, but still. Character could get this at some level (for example, 13 – another good number) and use it to transform according to his mutation pattern. For example, Nightstalker could get LoS reduced to 1, or even 0, invisibility for all duration, stealth boost and antennae-like monster sensing (if it’s possible). Monstrous could go Berserk, get some melee bonuses, AoE auxiliary attacks, etc. And I would love to see Sixfirhy-mode for Speed pattern, with some tune-ups for actual character speed and skipped turns in the beginning.
As a downside this skill should have severe aftereffects. You’ll be guaranteed to pass out for a few turns, get exhausted status and big portion of magic contamination (enough to make next controllable teleport dangerous), so it will give you great boost in power but can also put you in a grave danger.
That’s all I have. I’ll be happy to hear people’s opinion about it.
P.S. Sorry for bad English.