Drowning removed

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jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: Drowning removed

#16 Post by jenx »

darkgod wrote:It's more like npcs will be smart enough to get out of the water.

As for "all hell will break loose", many others things are being done too so no hasty judgement please.
I already gave madness/insane starts a headstart with levels and money, if all hell DID break loose and all in all the new systems didnt make madness start better, it'd be easy to just throw in a few random items equivalent to some drowning and be done with it.
But that'd be the last solution, it's not elegant, so let's a least use reason and try the elegant ones before, ok ? :)

As for melee specifically, one of the goals is to not make them suck as much with T1 weapons btw

ooooo - now I"m really curious .... can't wait for next update.
MADNESS rocks

visage
Archmage
Posts: 345
Joined: Fri Jan 10, 2014 4:09 pm

Re: Drowning removed

#17 Post by visage »

darkgod wrote:, if all hell DID break loose and all in all the new systems didnt make madness start better, it'd be easy to just throw in a few random items equivalent to some drowning and be done with it.
But that'd be the last solution, it's not elegant, so let's a least use reason and try the elegant ones before, ok ? :)
It occurs to me that a reasonably elegant option that could be a replacement for drowning is to make shops stock better gear on Insane and Madness (and then start characters with even more cash on those difficulties).

Aquillion
Spiderkin
Posts: 503
Joined: Sun Jun 12, 2011 7:02 am

Re: Drowning removed

#18 Post by Aquillion »

Or to just somewhat scale back the impact of Madness / Insane on level one dungeons (or even just some level one dungeons.) I mean, if it's making them so hard that they're totally impossible to handle without the advantage of a drowning, that might be a sign that perhaps early-game Madness / Insane challenges should be scaled down slightly.

GlassGo
Uruivellas
Posts: 732
Joined: Wed Nov 06, 2013 1:21 pm
Location: From Russia with atchoum!

Re: Drowning removed

#19 Post by GlassGo »

Sheila wrote:
GlassGo wrote:roll with what you get, that's what I do
Yeah, you can also play with white loot all the game.
Doesn't look that interesting for me.


Hour ago I started Archer and got sling in a shop, artefact 3 tier, this one https://te4.org/wiki/Hare-Skin_Sling
Which gave me possibility to chose sling path from the start (which didn't save my ass from ridiculosly OP psionic in Rhaloren Camp who outdamaged me).
English isn't my native language.

dadito
Thalore
Posts: 169
Joined: Thu May 21, 2015 10:28 pm

Re: Drowning removed

#20 Post by dadito »

Tier 1 dungeons aren't hard on insane, it's the t2 dungeons the one where you splat most characters

ProfessorCirno
Cornac
Posts: 32
Joined: Tue Apr 23, 2013 2:18 pm

Re: Drowning removed

#21 Post by ProfessorCirno »

My counterpoint is, as always, "Keep drowning, and in fact add an achievement for drowning enough NPCs named Swimming Lessons."

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
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Re: Drowning removed

#22 Post by darkgod »

Actually taht's a good idae to add, *once* drowning is removed. I mean drowning is not removed, only the fact taht npcs will happily sit in water drowning.
Now instaedthey'll actively try to get out, so drowning X foes would be more of an achievement than it is now ;)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

sajberhippien
Halfling
Posts: 114
Joined: Thu Jan 14, 2016 11:10 am

Re: Drowning removed

#23 Post by sajberhippien »

Micbran wrote:See, that's noble and all to remove drowning (the band-aid for the godawful start) and you say you can tweak it, but it all comes down to how exactly to tweak it. Giving 5 levels worth of exp and a free orange randart sounds cheaty, yet that's less than what you'd get from a good drown. I'm not worried about drowning being removed, in fact, I've already embraced that (thanks Mex), but I do have an issue with ripping off the band-aid and not fixing the wound.
If you need the 5 levels of exp and a free orange randart to handle that part of the game, the tweak would be to make that part of the game less punishing, thus removing the need for those things.

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