Soldak Home   Drox Operative   Din's Curse   Depths of Peril   Zombasite  

Go Back   Soldak Entertainment Forums > Din's Curse > Din's Curse game
Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Reply
 
Thread Tools Display Modes
  #1  
Old 03-23-2011, 01:52 PM
Antigrav's Avatar
Antigrav Antigrav is offline
Expert
 
Join Date: Mar 2011
Posts: 45
Default 2 Questions and 2 Suggestions

Questions:

1. If I'm full on quests and want to free up some space for something that I really need to have the quest for, does it do any harm to decline the type of quest that would trigger whether I'd already accepted it or not? For example, decline a quest to destroy a machine or kill a group of bosses to free up room for a delivery quest, which you have to have accepted for it to work.

2. Do the power abilities of the same name that are in two or three subclasses stack? And how do the hybrids measure against the three-tree "whole" classes? For example, if I'm playing the priest, do all three power bonuses count (+1 mana per spirit for the paladin, +2 each for the shaman and healer)? It's a minor point, it's not as though having 2/3rds of the bonuses would stop me from playing a hybrid. But it would be good to know how these things are added up when creating hybrids, too.

I'm guessing that abilities you invest skill points in would have to stack, like shield mastery for the paladin and defender.


Suggestions:

1. For the amorph monster type, I think it would be interesting to have each new generation spawn with high resistance to whatever killed their "parent." I.e. if you killed a large amorph with fire, the two new ones that result would have learned to adapt (magically) a defense against fire.

2. A type of curse (whether triggered by trap or monster attack) that temporarily reduces all your skills by a point or two. This would leave you with weaker abilities overall, and those abilities you just had trained to 1 rank would be completely gone for 20 30 seconds.
Reply With Quote
  #2  
Old 03-23-2011, 04:39 PM
Bluddy Bluddy is offline
Legend
 
Join Date: Jan 2011
Posts: 1,983
Default

Quote:
Originally Posted by Antigrav View Post
Questions:

1. If I'm full on quests and want to free up some space for something that I really need to have the quest for, does it do any harm to decline the type of quest that would trigger whether I'd already accepted it or not? For example, decline a quest to destroy a machine or kill a group of bosses to free up room for a delivery quest, which you have to have accepted for it to work.
There should be no problem declining a quest in any situation. It should just go back to the person who gave you the quest.

[quote]2. Do the power abilities of the same name that are in two or three subclasses stack? And how do the hybrids measure against the three-tree "whole" classes? For example, if I'm playing the priest, do all three power bonuses count (+1 mana per spirit for the paladin, +2 each for the shaman and healer)? It's a minor point, it's not as though having 2/3rds of the bonuses would stop me from playing a hybrid. But it would be good to know how these things are added up when creating hybrids, too.[quote]

Yes they stack. That's the idea -- the mage gets his bonus split up between 3 subclasses, the warrior does too etc. It doesn't make a huge difference for the mage AFAIK. A full mage has about 2x as much mana as a half mage, but the spells don't use up that much mana. It's more of an issue if there's a creature with mana steal powers around.

It makes a HUGE difference for the warrior. A full warrior is a super-being. His damage bonus from strength is tremendous.

I'm not sure about the other classes and their bonuses, but the rule is that everything stacks.

[quote]I'm guessing that abilities you invest skill points in would have to stack, like shield mastery for the paladin and defender.[quote]

Well, both shield masteries give you an extra 0.05 defense per level. They're both added to your defense stat so yes, they stack too.

Quote:
Suggestions:

1. For the amorph monster type, I think it would be interesting to have each new generation spawn with high resistance to whatever killed their "parent." I.e. if you killed a large amorph with fire, the two new ones that result would have learned to adapt (magically) a defense against fire.
That is an interesting suggestion. There's a problem with amorphs in the game -- they're handled like regular monsters ie. the little ones spawn after the bigger ones, but the game doesn't know there's any connection between them. This makes it hard to deal with amorphs properly. They had to be taken out of every interesting thing (such as raiding the town) because the game would think they were gone when you killed the big one, even though the little guys would keep killing townies. I could see this being another thing that's hard to implement for a similar reason. Basically the code needs some additions to deal with special monsters that are connected to their (dead) parents.

Quote:
2. A type of curse (whether triggered by trap or monster attack) that temporarily reduces all your skills by a point or two. This would leave you with weaker abilities overall, and those abilities you just had trained to 1 rank would be completely gone for 20 30 seconds.
This could be a death curse with some skills -- especially mage spells. An interesting idea nonetheless.
Reply With Quote
  #3  
Old 03-23-2011, 06:35 PM
bushwhacker2k bushwhacker2k is offline
Expert
 
Join Date: Mar 2011
Posts: 63
Default

Quote:
Originally Posted by Antigrav View Post
1. For the amorph monster type, I think it would be interesting to have each new generation spawn with high resistance to whatever killed their "parent." I.e. if you killed a large amorph with fire, the two new ones that result would have learned to adapt (magically) a defense against fire.

2. A type of curse (whether triggered by trap or monster attack) that temporarily reduces all your skills by a point or two. This would leave you with weaker abilities overall, and those abilities you just had trained to 1 rank would be completely gone for 20 30 seconds.
Yay, all specialist builds and one-point wonder skill builds will be crushed underfoot by an already annoying enemy!
Reply With Quote
  #4  
Old 03-23-2011, 10:07 PM
Manumitted Manumitted is offline
Champion
 
Join Date: Nov 2010
Posts: 210
Default

Quote:
Originally Posted by bushwhacker2k View Post
Yay, all specialist builds and one-point wonder skill builds will be crushed underfoot by an already annoying [Amorph] enemy!
Yeah, as if the frequent, unwarranted promotions to Champion and Elite for the babies weren't irritating enough... That must be the Din's equivalent of failing upward: "Ok, you died. How about a promotion when you respawn?"

Not a fan of the Plaguebringer babies being 10x as dangerous as the spawner, either. At least, they flop around and squeal amusingly when I skewer them.
Reply With Quote
  #5  
Old 03-24-2011, 01:24 AM
Roswitha Roswitha is offline
Elite
 
Join Date: Nov 2008
Posts: 693
Default

Quote:
Originally Posted by Antigrav View Post
1. If I'm full on quests and want to free up some space for something that I really need to have the quest for, does it do any harm to decline the type of quest that would trigger whether I'd already accepted it or not? For example, decline a quest to destroy a machine or kill a group of bosses to free up room for a delivery quest, which you have to have accepted for it to work.
Quote:
Originally Posted by Bluddy View Post
There should be no problem declining a quest in any situation. It should just go back to the person who gave you the quest.
The one exception to this is for quests where you collect things. The quest items will not appear unless you have the quest in your log, and I'm not sure whether the items stick around if you delete the quest once you've completed it. Unless it's been changed, this also applies to missing shipments.
Reply With Quote
  #6  
Old 03-24-2011, 01:56 PM
Antigrav's Avatar
Antigrav Antigrav is offline
Expert
 
Join Date: Mar 2011
Posts: 45
Default

Thanks for the replies, everybody. Very helpful!

Quote:
Originally Posted by Manumitted View Post
Yeah, as if the frequent, unwarranted promotions to Champion and Elite for the babies weren't irritating enough... That must be the Din's equivalent of failing upward: "Ok, you died. How about a promotion when you respawn?"

Not a fan of the Plaguebringer babies being 10x as dangerous as the spawner, either. At least, they flop around and squeal amusingly when I skewer them.
I'm not a big Star Wars fan, but a quote does come to mind: "If you strike me down, I shall become more powerful than you, possibly a Champion."

I used to dread seeing the amorphs, but now that I'm using a reaver/hunter with fire strike for close-ups, I enjoy knocking them down. What I don't understand is why the same subclass has both fire strike (flames that sweep out and do weapon damage +10% per skill level) and ravage, which only hits 3 enemies for -12% damage or so.
Reply With Quote
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT -4. The time now is 06:48 AM.


Powered by vBulletin® Version 3.6.7
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
Copyright 2007 - 2019 Soldak Entertainment, Inc.