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dcss:brainstorm:dungeon:branch:vaults [2012-10-16 03:47]
infiniplex [Layout] Noted that new Vaults layout is in Trunk
dcss:brainstorm:dungeon:branch:vaults [2013-05-24 09:54] (current)
b0rsuk [Monster set] Feedback on Preserver
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 > Here is an observation I made when playing 100 Rogues for a bit: in that game, all monsters are spawned in rooms (of various sizes). This makes for interesting, very tactical encounters. You can have summoners in the back, melee supported by ranged attacks etc. There is no reason why Vaults rooms couldn't work similarly. --- //[[user:dpeg]] 2011-10-21 23:19// > Here is an observation I made when playing 100 Rogues for a bit: in that game, all monsters are spawned in rooms (of various sizes). This makes for interesting, very tactical encounters. You can have summoners in the back, melee supported by ranged attacks etc. There is no reason why Vaults rooms couldn't work similarly. --- //[[user:dpeg]] 2011-10-21 23:19//
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 +==== Feedback on new guards ====
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 +Both Sentinels and Convokers have very visible and game-changing effects. Sentinel in particular feels fresh, no other monster uses the mechanic. Warden is situational, but that's okay. They're good additions.
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 +Preserver feels like the weakest link. The effect is unclear, easy to miss, and doesn't make that much difference to be honest. Another implementation should be considered. For example, "whenever a creature adjacent to player becomes severely wounded, Preserver casts Blink+Regeneration on it". Blink is very visible and has obvious effects. The downside of this alternate mechanic is it mostly affects just melee characters.  --- //[[user:b0rsuk]] 2013-05-24 09:44//
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 ==== Vaults/Late D monster set separation ==== ==== Vaults/Late D monster set separation ====
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dcss/brainstorm/dungeon/branch/vaults.txt · Last modified: 2013-05-24 09:54 by b0rsuk
 
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