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Author Topic: Effect of Master Traits based on difficulty level  (Read 1031 times)

Shoop da Whoop

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Effect of Master Traits based on difficulty level
« on: February 18, 2011, 15:32 »

For example: for HMP game Ammochain only gives "no reload", but for N! it should give infinite ammo (for infinite enemies) - it's quite fair, isn't it?
...Well, if you want real nigtmare, this can be reversed.
*madly grins*

Another suggestion: no knockback at all for N! Badass-based traits (feel yourself a Cybie!).
Of course, N! isn't the limit.
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He played classic Doom but not passed. He also played rogulikes. And once he found the intersection of these sets...

Game Hunter

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Re: Effect of Master Traits based on difficulty level
« Reply #1 on: February 19, 2011, 01:40 »

I think this belongs in the Requests for Features forum.

The traits are already a significant boon for any player, and making them BETTER depending on the difficulty would only make that difficulty a lot easier. Trying to provide greater advantages to those who play on UV or N! only cheapens the value of the challenge itself, in my opinion. I wouldn't say no to, possibly, reducing potential trait unlocking or overall usefulness on ITYTD though, if only because it's the beginner difficulty and should be seen as a "lite" version of DoomRL.
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Re: Effect of Master Traits based on difficulty level
« Reply #2 on: February 19, 2011, 12:43 »

I prefer having traits as a constant, an important gameplay element unaffected by difficulty. It means, among ohter things, that you don't have to adjust your playstyle even further - on any Ammochain game, regardless of difficulty, you can drop your ammo once you get MAc, on any Army of the Dead game, you know that at a certain point, enemy armor no longer matters, and so on.

It's an important bit of consistency to me.
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