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Messages - DeathDealer

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46
Requests For Features / Re: Weapon hotkey & multiple weapons
« on: March 24, 2011, 18:50 »
It is a powerful trait already. I often take it first if I'm not going for a build with SoG for it's excellent utility. It's just that with the advent of exotic/unique weapons in the later parts of the game replacing the standards you feel cheated a little... it's value decreases somewhat. I can live without changes, but I'd like the other weapons better. Besides once you've got more than two exotics/uniques to switch between you're fighting the toughest monsters in the game and have been gifted by the RNG, so why should his gifts have more strings attached than his already fickle favor?

47
Angel of Madness:

With an increasing chance over time (similar to nightmare difficulty resurrection formula) the following may occur:

1) Wall that is not already bloodstained becomes bloodstained (Normal or Dark>Random Bloodstained>Hell; Hell>Random Bloodstained)

2) A wall that is bloodstained [a la #1] shifts into a single empty square nearby, as long as it would be diagonally adjacent to at least one other wall tile.

3) Demons within sight of player phases between 1-3 spaces closer to player after it's action. Monsters beyond sight range teleport 3-5 spaces closer. Ranged specialist demons (Arch-viles, Arachnotrons) don't teleport once within player sight. Arch-viles teleport corpses closer to the player instead. Twice as likely if monster is on damaging terrain.

4) Powerups may become 'Cyclopean' powerups, acting the same except causing a very short term status effect, 'Madness', in addition to their normal effects:
+ Lasts three seconds
+ Appearance similar to invulnerability except Grey background, White objects.
+ All walls gain an additional chance to move (doubled for walls that have changed already, possible for unchanged walls to move)
+ Powerups behave like the new melee demon AI, skirting edge of vision and charging en mass, activating themselves on contact.
+ Corpses become 'Cyclopean' powerups with no other effect except to extend the Madness status by 1 second and immediately cause another chance for all other effects (wall staining, wall movement, teleportation, powerup corruption) to occur.
+ XP from monsters increases by 2% per turn of Madness status remaining.

Possible adjustments:

Probably unbalanced for melee berserkers since it causes enemies to automatically close the distance. Perhaps whenever you are "going berserk" from the berserker trait the enemy you just hit teleports 1-3 spaces away and the line reads "...and insane as well!"

Implications:

This mode increases difficulty in the following ways:
+ Shifting walls would slowly shift all levels towards cavern-like layouts with little containment and hazardous lines of sight.
+ Enemies would continually shift closer to the player, bypassing all barriers, and place them under constant threat. This would be especially dangerous as the time in a level passed due to the possibility of multiple monsters phasing into close proximity together.
+ The potential for helpful powerups to cause more rapid wall disruption and enemy appearance would add serious risks to normally purely beneficial items.
+ The movement and self-activation of powerups during Madness could easily cause difficulties for players even though it could potentially be used advantageously.
+ Being near corpses during Madness could result in a long duration of this primarily negative status.

This mode reduces difficulty in the following ways:
+ During Madness corpses can't be raised and might easily be destroyed as powerups.
+ Most enemies will move closer much more quickly, giving short range or melee characters an advantage.
+ Powerup position can be manipulated somewhat during Madness.
+ Enemies teleporting from beyond sight range into sight range might be easily targeted before having a chance to attack. (Depending on the behind the scenes timing system)
+ Additional XP gain during Madness status.

48
Discussion / Re: Assemblies and game balance
« on: March 24, 2011, 12:32 »
Let me suggest an alternative assembly structure:

At least one assembly for each exotic/unique mod in each of the three assembly levels (basic, advanced, master) that doesn't include more than one exotic/unique mod.

At least one melee, single fire, rapid-fire, armor, boot assembly per level that doesn't require an exotic/unique mod and a more even mix of different mod types used to construct them. (Right now power mods are required for almost everything whereas technical and agility mods are used in very few.)

I know some ideas similar to this are in the works so here's the wild and crazy part of my suggestion:

Using a mod on another mod results in a random mod that isn't either of the first two, with a small chance of creating an exotic mod. The chance of creating an exotic mod could increase each time a character combined mods and reset if they ever produced one.

49
Requests For Features / Re: Blademaster tweak
« on: March 23, 2011, 12:38 »
I know what I want to see. Same Blademaster PreReqs.

Ninja:

After each kill you are set to running status, hitting the tactics button again tires you but teleports you adjacent to the nearest enemy instantly!

Also can the requirements to use Dragonslayer be reduced to having more than 3 levels of Brute only?

50
Requests For Features / Re: Weapon hotkey & multiple weapons
« on: March 23, 2011, 12:26 »
Could all unique, exotic, and assembled weapons at least be keyed to the standard hotkeys? I know the double chainsaw is linked to the chainsaw key, and the chainsword to the knife... but why can't the nuclear plasma be linked to the plasma rifle key too? It doesn't seem like much of a stretch.

51
Discussion / Re: Assemblies and game balance
« on: March 23, 2011, 09:53 »
I think that there is a big problem with traits balance now. I mean - whizkid. With assemblies it becomes very useful trait (even more useful than earlier). More than that - you need it to take ammochain trait. And I think that ammochain is a very dishonest trait. Just infinite ammo for all chainfire weapons (and chaifire are the best weapons in the game in my opinion). More than that - you can't take army of the dead if you decided to take whizkid. I think that traits should be rebalanced somehow.

I agree with this. I think Whizkid has to stand on it's own from the master traits, like Ironman, it shouldn't be part of the requirements for them. I can see two levels of finesse being required, but with the new assembly benefits it's too much.

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