DoomRL > Requests For Features

Compilation of fixes, changes, and new ideas

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Omega Tyrant:

--- Quote ---Laser Rifle is extremely powerful and its huge accuracy boost counters the biggest probably with rapid-fires. Compared to a Plasma Rifle, it also reloads a bit faster and only shoots one less in its burst. Keeping the high accuracy can help it continue being unique, but perhaps decrease the burst to 4 or even 3. Nanomanufacture Laser Rifle basically melts everything in the game and doesn't even require many traits to be useful. I'm open to other discussion about other nerf ideas.
--- End quote ---

So I've been thinking about this, and I don't think I really agree with nerfing the Laser Rifle. For one thing, it is an exotic after all, so it should rightfully be very good to merit the rarity. And mostly outclassing the Plasma Rifle isn't an issue, when that's the normal deal with exotics compared to their standard counterparts; the Assault Shotgun completely outclasses the Combat Shotgun, the Super Shotgun completely outclasses the Double Shotgun, the Combat Pistol completely outclasses the standard Pistol, and the Chainsaw completely outclasses the Combat Knife. But in this case it's not even truly outclassing, as the Plasma Rifle does have higher damage potential with its extra shot, and can be made into a Hyperblaster, that substantially improves DPS, flexibility, and accuracy, which a Laser Rifle won't be able to beat without multiple rare mods. Also yes it is extremely powerful with Nanomanufacture, but that's pretty typical for any build making a Nano assembly with their build's primary weapon, including the Plasma Rifle. Overall I think the Laser Rifle is fine as is, being a very good weapon that doesn't require Eagle Eye like other rapid fire weapons if you're lucky enough to find it, but still has less potential than a Plasma Rifle. If something really has to be done to it, you could make it have the same reloading time as a Plasma Rifle, but I would disagree with any nerfing beyond that.

Omega Tyrant:
Allow Scavenger to scavenge melee weapons, armors, and boots?

Scavenger is an ok mastery, but moreso because its blocks aren't as major as other masteries' blocks and so it can be played as a pseudo-masterless or pseudo-Sharpshooter build, rather than because the trait itself actually does all that much when it's entirely luck-dependent for it to do anything significant. Being able to "recycle" mods you don't need through cheap assemblies for a chance at a more helpful standard mod is nice to have, but the main appeal of the trait is it's supposed to give you much better odds at getting those highly desirable rare mods. Problem is, the odds still aren't any good; the limitation of being only able to scavenge ranged weapons means more than half of the exotics and uniques you won't be able to scavenge at all, so you could very well go an entire standard game without even getting a single chance to scavenge a unique for a potential nano or onyx mod, and in A100 you still will probably get very few chances at it (in an A100 run I just did with Scavenger, I only found two uniques that I could scavenge, and less than a dozen exotic weapons). Additionally, scavenging an exotic or unique means you can't use it yourself, so you might not get to utilize Scavenger because it would be counterproductive to give up such a good weapon for a random chance at a rare mod that you would have wanted to use on said weapon in the first place. Considering that, I think it would be fair to weigh the odds more in the favor of Scavenger making a difference over just going masterless. If people think this buff would be tilting the odds too much, I would be fine with scavenged armors and boots having lower odds at giving you the good stuff (say exotic armor and boots have a 1/8 chance each of giving you a sniper or firestorm mod while the standard mods each have a 3/16 chance, and unique armor and boots have a 1/3 chance of giving a power mod, a 1/4 chance each of giving a sniper or firestorm mod, and a 1/12 chance each of giving an onyx or nano mod).

If this change is accepted, I would also propose the following guaranteed mod drops: the Mjollnir and Shielded Armor will always produce an onyx mod; Malek's Armor will always produce a nano mod; and the Lava Armor will always produce a firestorm mod (also the Anti-Freak Jackal should always produce a firestorm mod too regardless, as it is practically a beefed up Demolition Pistol and currently nothing produces a guaranteed firestorm mod).

Increase the generation weights of all the Elite Formers and Lava Elemental

Yet for another proposed change for the Elite Formers, I think they should appear more often in the later depths of A100. Currently they all have a generation weight of 1, being as rare as a Cyberdemon and Agony Elemental, despite not posing anywhere near that threat. It would also help to increase the variety in deeper A100 so you're not fighting so many damn Barons and VMR. I would bump their weights by the following; the Elite Former Human up to 8 (as much as a Nightmare Imp), the Elite Former Sergeant up to 6 (as much as a Nightmare Demon and Nightmare Cacodemon), the Elite Former Captain up to 5 (inbetween the aformentioned two Nightmare enemies and Nightmare Arachnotrons), and the Elite Former Commando up to 3 (as much as a Nightmare Archvile and Shambler).

The Lava Elemental similarly has a generation weight of 1 despite being a much lesser threat than a Cyberdemon or Agony Elemental, or even the Shambler that has a weight of 3, unless you for some reason still do not have Cerberus Boots by the time you could even encounter it. I think bumping it up to 3 to match the Shambler is fair, but if you don't want to make it too rough for players with no lava-immune boots, then go with a weight of 2.

Icy:
I can agree with both suggestions. Scavenger definitely wouldn't be overpowered for standard games, but it would become very strong for Angel of 100 and especially Archangel of 666. However, it wouldn't be broken by any means, and the trait itself becomes irrelevant after completing your equipment anyway, while blocking and not boosting core traits. It'd be a good balance change.

For the newest version, the big change that I think needs to be reverted is not being able to fire out of range. I understand the argument for it in reducing the tactics of cornershooting, radar shooting, and others, but they are pretty fundamental to the game at this point. Even when not trying to take advantage of them, it can be annoying to need to keep my cursor around my character to fire, as I generally have it on the outer edges as I'm usually trying to move at the same time. This restriction can also prevent specific shots being made correctly, such as firing across a map at a tile you can't aim at with only those in your vision, trying to fire a specific location with Revenant's Launcher just slightly out of vision range, and many other situations. This change should go back.

Icy:
Some more suggestions after playing a more thorough game of the new beta version.

For the dodging bonus value on the stats screen, I think it should include the bonus value when running.

For levers that destroy walls, only make a singular explosion sounds, instead of seemingly dozens.

If Containment Area is destroyed by a nuke, disable the trap.

If Abyssal Plains is destroyed by a nuke, disable the wall trap. I'd say still let the Agony Elemental spawn.

Omega Tyrant:
Those all seem pretty nobrainer. A few more things I want to suggest that I have forgotten about until now.

Have Brute increase the accuracy of throwing

Brute not affecting the accuracy of throwing always been a weird unintuitive limitation, and needlessly makes early AoB more annoyingly luck-based than it already is, when you have to rely on throwing knives to limit damage from tough enemies but have a coin flip chance at best to actually hit things with them. Then because of how awfully inaccurate throwing is, it then just gets ignored after you get the Chainsaw because it's not worth bothering with it, other than to blow up barrels. Melee builds will also never want to invest in Eagle Eye, and two of the melee masters block Eagle Eye even if they wanted to, including Malicious Blades, the build that is supposed to specialize in knives. It's not like this change would suddenly make early AoB easy either, as throwing still leaves you empty handed (unless you got the Mjollnir), and without Juggler, it's gonna take time to switch to another weapon, so you can often only safely throw one knife from long distance per enemy, if you got a chance to do so at all (Pinkies close that gap really fast).

Fix bridges being blocked off on floors with rivers

Each floor with a river is supposed to have a bridge over the river to ensure players don't get put in a position where they're forced to walk through acid and lava to reach the rest of the floor. However, these bridges can spawn in a way where they lead to a blocked off room, such as in this screenshot:

Spoiler (click to show/hide)
Or the bridge just gets walled off completely, such as in this screenshot:

Spoiler (click to show/hide)
If you don't have some means of fluid immunity, and don't have some means to blow up walls or got a sturdy walls event, then you're just in a screwed position, especially so if it's early in the game where you probably won't have the medkits to burn tanking damage running across acid/lava into potentially a waiting enemy ambush. This seems like a no-brainer fix to me, but I could see it being possibly too complicated to fix level generation to have more reliable bridges.

When there are only three or less enemies left on a floor, reveal their locations

A feature from Jupiter Hell that Svankensen suggested in the Discord server a while ago. I think it would be nice to have in DoomRL too, especially when playing builds without Intuition, where hunting down the last few enemies can get tedious (as anyone trying to get 100% kills in A100 without Intuition can attest to). It should have the limitation though that it doesn't apply in the boss levels, as part of the intended challenge with the Cyberdemon and Mastermind is not knowing where they'll be. Maybe it's too major of a new thing to add, and could be argued that it makes the Quartermaster and other AoRA-related badges easier by too much (though Intuition getting nerfed is going to make them harder too). Another possible complication is how it would work with reviving enemies or any other spontaneously spawning enemies (would it be "turned off" if more enemies spawn after three were left, would it permanently "stay on" once you get to the final three no matter how many more enemies spawn in, or would it only continue to show the original final three enemies but none of the revived/spawned enemies?) I would like to see some discussion on this, if it's even possible to add in the first place.

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