Zot Zealot
Posts: 1031
Joined: Friday, 26th April 2013, 19:52
Location: AZ, USA
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Zot Zealot
Posts: 1031
Joined: Friday, 26th April 2013, 19:52
Location: AZ, USA
Dungeon Master
Posts: 162
Joined: Sunday, 29th May 2011, 10:18
WalkerBoh wrote:Giving them some small, simple ability might be nice but not necessary.
Halls Hopper
Posts: 78
Joined: Saturday, 27th April 2013, 19:02
Dungeon Master
Posts: 162
Joined: Sunday, 29th May 2011, 10:18
Synaptic wrote:If people are looking for Gargoyles to be differentiated even more, how about a slowly increasing damage resistance boost (like petrification or perhaps simply an AC boost) that builds up over time as you stay in one spot? And when it has progressed a sufficient amount the first movement action has an increased delay. So rather than an ability or a toggle it's a passive petrifying ability. I think it works well with the trample resistance as a concept, the more they stay in place the more statue-like they become.
Halls Hopper
Posts: 78
Joined: Saturday, 27th April 2013, 19:02
Tomb Titivator
Posts: 857
Joined: Monday, 31st January 2011, 23:19
Crypt Cleanser
Posts: 747
Joined: Friday, 6th January 2012, 12:30
Halls Hopper
Posts: 78
Joined: Saturday, 27th April 2013, 19:02
Wahaha wrote:I think that they need something special if petrification is removed. For me they are too similar to Ghouls. They share rC, rN, 10% hp. Gh have claws, Gr have fangs, talons. Both species are good at UC.
The difference is their food mechanics, and Gh getting rPois, rTorm, and the usual undead stuff. Gr are basically Gh that aren't completely undead (they still have rC and rN) and with a non-unique food mechanic.
Crypt Cleanser
Posts: 721
Joined: Thursday, 9th August 2012, 20:23
brendan wrote:Right, no one wakes up in the morning and says "I'm going to play a Draconian because they get tail-slap."
Ziggurat Zagger
Posts: 4055
Joined: Tuesday, 10th January 2012, 19:49
Synaptic wrote:Gargoyles have slow movement speed
They're also one of the few races that are seemingly encouraged to worship Chei (at least relative to others) because of his heavy stat boots helping UC
EDIT: Statue form also seems tailor-made for them.
Halls Hopper
Posts: 78
Joined: Saturday, 27th April 2013, 19:02
crate wrote:Synaptic wrote:Gargoyles have slow movement speed
noThey're also one of the few races that are seemingly encouraged to worship Chei (at least relative to others) because of his heavy stat boots helping UC
stats dont really boost UC more than other melee (they do help the aux attack significantly but that has nothing to do with UC)EDIT: Statue form also seems tailor-made for them.
what makes you say that? This doesn't seem the case to me, they don't get any special benefits from it other than it being an earth spell which they are good at casting.
Zot Zealot
Posts: 1031
Joined: Friday, 26th April 2013, 19:52
Location: AZ, USA
Snake Sneak
Posts: 100
Joined: Friday, 30th September 2011, 07:08
Crypt Cleanser
Posts: 721
Joined: Thursday, 9th August 2012, 20:23
WalkerBoh wrote:Gargoyles are good UC fighters who aren't pigeonholed into using UC. They have good defenses, good hp, and nice conjurations. Trample resistance is flavorful and unique, and I can see the merit of a passive stealth bonus (maybe only when adjacent to a wall). I might also suggest giving gargoyles horns 1 instead of claws or talons, don't most gargoyles have horns?
Ziggurat Zagger
Posts: 4055
Joined: Tuesday, 10th January 2012, 19:49
Abyss Ambulator
Posts: 1093
Joined: Sunday, 12th August 2012, 02:29
Dungeon Master
Posts: 1613
Joined: Thursday, 16th December 2010, 21:54
Crypt Cleanser
Posts: 721
Joined: Thursday, 9th August 2012, 20:23
MarvinPA wrote:It does not, although I would assume it's an oversight rather than intentional.
Spider Stomper
Posts: 243
Joined: Sunday, 28th August 2011, 14:04
Abyss Ambulator
Posts: 1093
Joined: Sunday, 12th August 2012, 02:29
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
Abyss Ambulator
Posts: 1093
Joined: Sunday, 12th August 2012, 02:29
Zot Zealot
Posts: 1060
Joined: Tuesday, 21st December 2010, 17:22
Location: United Kingdom
Vestibule Violator
Posts: 1500
Joined: Monday, 3rd January 2011, 17:47
Crypt Cleanser
Posts: 700
Joined: Wednesday, 5th January 2011, 15:51
Ziggurat Zagger
Posts: 5382
Joined: Friday, 25th November 2011, 07:36
Crypt Cleanser
Posts: 700
Joined: Wednesday, 5th January 2011, 15:51
tasonir wrote:Brainstorming a new self petrification ability for gargoyles: Goals of being interesting (and something you'd actually want to use), improving as you level up (ie, reusing the petrified 1/2/3 mutation)
Ziggurat Zagger
Posts: 5382
Joined: Friday, 25th November 2011, 07:36
Crypt Cleanser
Posts: 721
Joined: Thursday, 9th August 2012, 20:23
Crypt Cleanser
Posts: 689
Joined: Sunday, 3rd June 2012, 13:10
Davion Fuxa wrote:Maybe Gargoyles should be able to move into walls like Rock Worms. Might be an interesting through if it is balanced out with decent penalties.
Ziggurat Zagger
Posts: 5382
Joined: Friday, 25th November 2011, 07:36
Crypt Cleanser
Posts: 721
Joined: Thursday, 9th August 2012, 20:23
Zot Zealot
Posts: 1031
Joined: Friday, 26th April 2013, 19:52
Location: AZ, USA
pubby wrote:For an idea, I'd say allow Gargoyles to anchor themselves to walls like spiders. When against a wall, Gargoyles could receive a bonus to combat to enemies occupying the space opposite to the wall.
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
Ziggurat Zagger
Posts: 4055
Joined: Tuesday, 10th January 2012, 19:49
Sandman25 wrote:It makes standing at dead end of a corridor even more overpowered.
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
crate wrote:Sandman25 wrote:It makes standing at dead end of a corridor even more overpowered.
well that's an awful place to stand in general right now so i dont see the problem
Crypt Cleanser
Posts: 721
Joined: Thursday, 9th August 2012, 20:23
Sandman25 wrote:crate wrote:Sandman25 wrote:It makes standing at dead end of a corridor even more overpowered.
well that's an awful place to stand in general right now so i dont see the problem
This can be the best place if the whole floor is open or vs killer bees. Wand of digging and different scrolls exist also.
Ziggurat Zagger
Posts: 11111
Joined: Friday, 8th February 2013, 12:00
Davion Fuxa wrote:If you are fighting Killer Bees then you most likely don't have the items to waste or the Killer Bees aren't really a threat. As for the Dig Spell or Wand of Digging I don't see a huge problem - Wand of Digging can be nerfed so that its drop chance is more rare while the Dig Spell costs Mana - which for at least 2-3 casts is a substantial amount that could have been used to kill things.
Crypt Cleanser
Posts: 700
Joined: Wednesday, 5th January 2011, 15:51
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
Spider Stomper
Posts: 195
Joined: Monday, 25th April 2011, 20:48
Bim wrote:To clarify, would being in anchored in a corridor give you a bonus in front and behind?
Crypt Cleanser
Posts: 700
Joined: Wednesday, 5th January 2011, 15:51
Ziggurat Zagger
Posts: 5382
Joined: Friday, 25th November 2011, 07:36
Crypt Cleanser
Posts: 700
Joined: Wednesday, 5th January 2011, 15:51
tasonir wrote: The benefits aren't going to be earth shattering and it's encouraging you to fight in an otherwise non-ideal location.
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
Crypt Cleanser
Posts: 700
Joined: Wednesday, 5th January 2011, 15:51
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Crypt Cleanser
Posts: 700
Joined: Wednesday, 5th January 2011, 15:51
Dungeon Master
Posts: 3160
Joined: Sunday, 5th August 2012, 14:52
Zot Zealot
Posts: 1031
Joined: Friday, 26th April 2013, 19:52
Location: AZ, USA
Return to Game Design Discussion
Users browsing this forum: No registered users and 28 guests