DRL > Requests For Features
New unique items
Frankosity:
--- Quote from: Kashi on February 14, 2011, 20:45 ---Diabolus Interfectum
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It's a good idea, but unfortunately I think any kind of costless HP renewal is game breaking. there's nothing to stop you finding a safe place after every fight to get your health back to maximum. Although, one way to balance that could be that it lets every enemy on the level know where you are and aggro on you, so you won't be able to find any breathing space as long as the level is populated...
Kashi:
--- Quote from: Frankosity on February 15, 2011, 11:35 ---It's a good idea, but unfortunately I think any kind of costless HP renewal is game breaking. there's nothing to stop you finding a safe place after every fight to get your health back to maximum. Although, one way to balance that could be that it lets every enemy on the level know where you are and aggro on you, so you won't be able to find any breathing space as long as the level is populated...
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Interesting. That's a nice addition, yes.
Frankosity:
I don't know if this really deserves its own thread, so I'll mention it here: I've been thinking about the Berserker Armour, and how it relates to the Dragonslayer. As it is, the DS is an absurdly rare easter egg weapon which is unusable except under very specific circumstances, but now you've got this armour which complements it for flavour, and I guess it feels a bit of a waste of potential to have a couple of interlinked items that are both highly elusive and a puzzle to use.
What I was thinking was this: the Berserker Armour could basically have the stats it has currently (maybe more protection?) but wearing it drives you permanently berserk. Like the Cybernetic Armour, it's cursed, and with it equipped you're subjected to a variant of the Masochism rules: you can only heal through Berserk and Invulnerability orbs. Alternatively, healing is disabled altogether. It's basically a gigantic power boost, but at the cost of your HP becoming a ticking clock, dwindling as the monsters whittle you down.
With these abilities the Armour could be as common as the other high-end unique armours like the Necroarmour, considering the substantial drawbacks to the power boost.
Game Hunter:
Hey man, we don't even know what the combo DOES yet (or if it's even a combo). For all we know it could suddenly transport you into a Berserk mini-game (much like BerserkRL) except all the baddies are formers without guns, or it could grant permanent whirlwind (you hitting everything adjacent to you on attack), or you just WIN THE GAME right then and there. I'd wait until we find out the actual use of the Berserker Armor before undervaluing it.
Also, I probably wouldn't wear it if was cursed AND masochistic. It's got -70% move speed on top of that, you know.
Frankosity:
Yeah, I know we don't know what the combo does, I was just suggesting a way in which the Armour could be conventionally useful, because as it is it's just another rare unique that's effectively useless unless you've already found and know how to pick up the OTHER rare unique.
Alternatively, I'll just suggest the overall concept as a separate item. I just like the idea of a piece of equipment that gives you a tremendous boost but puts a big ticking clock over your head, so you have to carefully consider the risks and rewards of equipping it.
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