Search found 203 matches

by teachu2die
Wed Feb 02, 2011 3:35 pm
Forum: Ideas
Topic: New inscriptions
Replies: 13
Views: 5059

Re: New inscriptions

i had the same thought while reading over this grey - at first i was excited, but then started realizing that, due to the very situational nature of many of these runes/infusions, only classes that have a genuine surplus of inscription slots would be able to consider using them (basically archmages?...
by teachu2die
Sun Jan 30, 2011 7:34 pm
Forum: Ideas
Topic: no selling
Replies: 36
Views: 13850

Re: no selling

(i somehow missed DGs earlier post - that does indeed sound good!)
by teachu2die
Sun Jan 30, 2011 6:34 pm
Forum: Ideas
Topic: no selling
Replies: 36
Views: 13850

Re: no selling

haven't had a chance to play beta19 yet, but 'no selling' options in other roguelikes i've played have always been quite unpleasant to me. i fully understand the reasons why it's a desirable change (reducing scumming/grinding, eliminating the 'tedium' and weight issues of carrying gear to the shop, ...
by teachu2die
Tue Jan 25, 2011 1:19 am
Forum: Ideas
Topic: Hedge Wizard Class Idea (work in progress)
Replies: 43
Views: 18286

Re: Hedge Wizard Class Idea (work in progress)

i love the cantrips concept, although agree with shwqa that some of them seem a tad underpowered - marginally useful at the beginning of the game, but pretty quickly outclassed, even with zero cooldown (EDIT: by zero cooldown i meant instant casting time). i don't really imagine investing points in ...
by teachu2die
Sat Jan 15, 2011 3:33 pm
Forum: Spoilers
Topic: What does burrow do?
Replies: 6
Views: 3235

Re: What does burrow do?

i don't think burrow works in the maze (some tiles are un-burrowable)
by teachu2die
Tue Jan 04, 2011 9:55 pm
Forum: Ideas
Topic: Trollmire changes
Replies: 7
Views: 2400

Re: Trollmire changes

Grey wrote:Or make Kor'Pul much easier and change it to the starting dungeon. Make most enemies rats and such, with skeletons only properly appearing later on. Would make more sense for the Shade to have the Rod of Recall than Bill.
*thumbs up*
by teachu2die
Tue Jan 04, 2011 9:38 pm
Forum: Ideas
Topic: Randarts...
Replies: 13
Views: 3965

Re: Randarts...

that sounds good and all, but remember: randarts can't be TOO great. i mean, you're basically guaranteed to find half a dozen of them by the time you finish the maze. they probably shouldn't be guaranteed to be better than all double egos, unless they are made substantially rarer.
by teachu2die
Tue Jan 04, 2011 7:04 pm
Forum: Ideas
Topic: Stats That Remove Game-play
Replies: 16
Views: 5550

Re: Stats That Remove Game-play

i've had several very promising characters totally blasted by confusion. in a tactical-based game, its not good to leave any element like that entirely up to luck. there needs to be a 100% reliable way to remove the status. (that is to say, i very much agree with edge's proposal). i think the way st...
by teachu2die
Tue Jan 04, 2011 5:23 pm
Forum: Ideas
Topic: Randarts...
Replies: 13
Views: 3965

Re: Randarts...

i think bigger issue here is, yet again, the shortcomings of the current material system. a plain dwarven steel greatsword basically always trumps a steel greatsword, even one that is double ego or randart. the disparity of power between material types is too extreme, and characters are forced to gr...
by teachu2die
Fri Dec 31, 2010 3:21 am
Forum: Ideas
Topic: Possesor and Summoner idea
Replies: 3
Views: 1328

Re: Possesor and Summoner idea

a possessor class would be cool. although enemies dropping corpses is not really an option, as it was unwieldy and problematic even in T2. it might be cool to have a sort of cursed style possessor, who flees from body to body of his recently killed opponents. you could switch into the body of any en...
by teachu2die
Wed Dec 29, 2010 8:26 pm
Forum: General Discussion
Topic: Help a newbie out
Replies: 15
Views: 5387

Re: Help a newbie out

if there's one lesson one should learn playing any *band is that detection skills are probably the single most important character attribute. CON is the second. i like that skeleton mages are so dangerous - maybe their frequency could simply be dropped a bit on the early kor pul levels. (btw i also ...
by teachu2die
Tue Dec 28, 2010 11:47 pm
Forum: Ideas
Topic: Player house: Yiilkgur, the Sher'Tul Fortress *SPOILERS*
Replies: 17
Views: 8832

Re: Player house: Yiilkgur, the Sher'Tul Fortress *SPOILERS*

i'm a tad leery about the flying castle bit, as well - agree w/ martinuzz, its very 'final fantasy'.
but on the whole, i think its an awesome idea. a great way to add basic house features (which many have been clamoring for for awhile) but also adding a whole new cool element to the game.
by teachu2die
Tue Dec 28, 2010 11:20 pm
Forum: Ideas
Topic: Rouge subclasses overhoul
Replies: 9
Views: 2411

Re: Rouge subclasses overhoul

one immediately compelling answer is some chance to learn a trap type when you successfully disarm one. the other obvious one is 'trap teachers', perhaps at a hidden rogue guild or in a rogue-centered town, who grant such abilities for a moderate cost. the basic trap types are already kind of covere...
by teachu2die
Mon Dec 27, 2010 9:53 pm
Forum: General Discussion
Topic: Too few mobs in starting zone now?
Replies: 9
Views: 2579

Re: Too few mobs in starting zone now?

i try to get the trollshaws over as fast as possible. bill has been nerfed, and regen runes are powerful, so most classes shouldn't have much trouble with him. sometimes i might go back and clear a dungeon level twice to gain another character level if im feeling seriously underpowered..
by teachu2die
Sat Dec 25, 2010 10:32 pm
Forum: General Discussion
Topic: I want a dinosaur meat sandwich... but I'm out of bread!
Replies: 3
Views: 1739

Re: I want a dinosaur meat sandwich... but I'm out of bread!

it might be nice to have a way of stripping magical rings of their enchantments, turning them into plain rings.