DRL > Requests For Features

Weapon/Trait Overhaul

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Potman:

--- Quote from: 007bistromath on September 26, 2007, 02:05 ---I can see how not having the extra damage might be troublesome, but there's one thing you're not taking into account: I never said that these things required two levels of their prereq to be unlocked. I know that's pretty much the standard number right now, but I actually envisioned this as the first level of most or all of these unlocking the next level of the tree. I guess I should've said that before. @_@
--- End quote ---

Yeah you should've said that before, because otherwise I automatically concluded that they required 2 points.

I reckon that if you needed one Inituition to get Eagle Eye, one EE to get Gun Kata, and two to get Bullet Hose, it'd work pretty well. One SoaB would be enough to get Reloader, one Reloader to Shottyman, and two Reloaders to Demoman. One Hellrunner for TaN, one TaN for Berserker, and three Hellrunners for Ninja.


--- Quote ---Think less viking and more Rambo. The guy who sneaks can still bust a guy down to his component materials when he gets up close and personal.

--- End quote ---

You could make Berserker only work on Berserk mode and Ninja only on Cautious mode. Then they'd both work together pretty well without being broken.

007bistromath:
I'm still not keen on the idea of splitting up the melee tree like that. Like I said, the main thing I want out of ninja is dual-wielding, and I think you should be able to use that with Berserker. If you have to replace the stealth with something else to preserve flavor and/or balance, then that's the better option.

007bistromath:
One thing I've been kind of kicking around.

We make lots of chatter about how stealth is undoomish, but what do you think the "long wait" key is? Doom actually had an item that gave you near-invisibility, but I sure as hell can't think of any time while playing it that I lied in wait for anything. It was all about taking the fight to the enemy. On that note, I support items, traits, or other mechanics that give the player some limited stealth because it encourages more aggressive, Doom-like play.

Const:

--- Quote from: 007bistromath on September 26, 2007, 00:30 ---I don't think that getting Int3 a little earlier will really break things that much.

--- End quote ---

Not only Intuition*3, but also all combinations with Intuition.
For example, powerful stealth combination intuition*3+Hellrunner.
In current version, it requires CL8. It's a much - one of my records says that I die on HMP on dungeon level 18 with only CL7. All my victories on medium was on CL9 - only 1 more than CL8.
In your version, it requires CL6. And CL6 must be much earlier than CL8.

Using termin "damage dice" in perks IMHO also isn't good.
Only 12 perks is bad - in current version, there are 18 perks.
Only 3 perks at start is bad - it decreases game replayability.
No Brute at the beginning AoB is bad - AoB already hard at start.
About "demolition" perk - it isn't good perk. Current splash radius already big; if it increases, it means that  the player more hit himself and more destroy good items. It's VERY bad.

Silhar:
Personally I don't like "skill trees" idea. It's a hardcore fight for survival in hell, not a gardening lesson !
IMHO, trees destroy many possibilities to "make" your marine, which is a big part of fun in DoomRL...

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