I think Ive found a bug? I added the Unexpected perk to my priest(makes enemies wait three turns to attack you) and then balanced it off with the clumsy flaw. I entered my new game, excited at my new, god-like powers, but the unexpected perk didnt work at all and enemies attacked me like normal! Can someone please explain to me why this is?
My guess would be that the perk works for the 3 first turns of the game...not the 3 first turns an enemy appears, which would make the perk extremely unbalanced...
This can't be right, I know some of the perks are weak but something that only blocks attacks for the first three turns of the game would be absurdly useless.
That has to be it. If that perk lasted the whole game then people would be able to post ridiculous high scores. For example... with freeze and teleport maxed you'd very rarely even have enemies be able to attack you before you have teleport recharged. Yeah but I'd rather have absurdly weak perks than absurdly strong ones. While I agree this perk is very weak if it only lasts the first three turns of the game... the inverse is WAY to good (see my response above)
Another weird gitch: Was playing as a priest level 4. Got the trphy, said it leveled me up to level 5. But at the top it said that i had unlocked the barbarian achievement. When i eventually died in my game i got to the character select screen, and weirdly enough there was a blank square in the upper right corner, when i clicked on it, it showed that it was a barbarian! I could play as it and get access to its perks and everything. And after i had gone to the edit screen it no longer appeared as a blank spot, but instead had its proper icon. Also my priest still went up to level 5. Just a weird little glitch, but not detrimental to the game at all
It has to be right, otherwise the paired flaw, where you'd be unable to damage any skull the first 3 turns it enters play, would make the game completely unplayable...
Turns out that it only means that enemies cant attack for the first three turns of the game(which is totally useless). However i have to agree, having a perk that didnt let enemies attack for the first three turns would make you nigh-invincible. However on a positive note, unexpected's matching flaw(confused) is consequently the most useless flaw in the game(who cares if you cant attack enemies for the first three turns?) and is a great filler for a flaw space.
I still think that if both of the alternatives that you're considering are ridiculous, maybe you should be looking for a third possibility.
except that I consider only one of the alternatives to be ridiculous... admittedly, that would easily make it the weakest perk, but +1 base damage isn't that much stronger, for example...
I don't disagree with you... I just cant see a third possibility that would fit the description of the ability... And of the two options I do see I think it has to be that it only applies to the first three turns of the game. Hopefully fireflame can come in and verify what it actually does :- ) Assuming we're right about it being only the first 3 turns... maybe it could be beefed up a bit next update to make it better... that said I wouldn't take it even if it said the first 20 turns of the game as I never die that early on.
I disagree, +1 base damage makes a considerable difference in surviving in the early/mid-game at Harder difficulty. I think that's about as good as any starting skill/upgrade would be, e.g., it's comparable to starting with +1 repair, and only slightly worse than +1 regeneration or +10 HP or +1 armor or +1 damage. It's still only a one-time boost, that doesn't make a difference in the long run, but it's nothing like not attacking enemies in the first three turns, which I most of the time wouldn't do anyway.
Y'all can try it out for yourselves to resolve this if youd like... its available from the very start of the game
Just bought the game. Really enjoying it. Had a request: would it be possible to make the "fade to black" animation when the skulls are attacking a bit more subtle? Like really subtle? It may seem odd, but my brain is having difficulties coping with them. Is is really taxing and seems a bit unnecessary to have the effect that strong. Thanks again, all the best.
It does seem odd, I never noticed it or thought about it. But maybe the strength of the effect could be tied to the amount of damage you are taking (scaled to total HP or the like), so it would have actual information. Would that help? I do like the "thumping" heartbeat effect that occurs when low on HP.
If the "skulls dont attack for the first 3 turns" means what has been reported (and is thus totally useless), lets change it to something totally different: (1) Rage: Every consecutive turn where you do damage, your base damage goes up by +2. Reset if streak ends. (2) Revenant: You can survive with up to negative 5% of your health for a single turn, if you heal into positive territory the next turn. Now those would be cool perks, yes? Not OP though...I might still pick the current mage perk over either.
Am loving the update (it's like a whole different game!) but the new "connect the monster to the tile three slots above to cause damage" skull is mega irritating. Have repeatedly got my ass kicked by it. In other news, I am pleased to report that my Blackberry-loyal friend is now jealous of me after stealing my iPod and playing one game of Dungeon Raid.
This seems pretty lousy also. I guess it's not totally useless, but it's a lot weaker than just +1 base damage, imho. (I'm assuming that "do damage" means that you actually match skulls that turn, not just that you have 1 spikes and so you always get this bonus, right? If I can get 1 spikes and then my damage keeps going up as long as I can ensure there's a skull onscreen, that would probably count as OP. Can you say 2000 base damage on turn 1000?)
Special Monster suggestions: Golem- Can only be hurt by killing other monsters Roulette-Will either hurt you or heal you each turn Emperor- Attack power(maybe defense power too) is relient on how many other monsters are present on the board Twins- A special dual monster that must have both skulls destroyed at that same time. Both individual skulls would be relatively weak though. This is my favorite of my suggestions I also really like the suggested idea of rings(not so acceptant of the damsel in distress/killer rabbit idea though) and i think they would add a great new layer to the game. On an asthetic note, i noticed that as a priest you often find yourself using different swords. But priests do not use swords, priests use staffs. So perhaps you could change it so that each class only finds its corresponding weapon type, or maybe if there arent enough staff variants you could think of, make it just so that using your own correspinding weapon would give you a small boost in power. Overall it wouldnt really affect gamplay, but i thonk it would be a nice little throw in. But then again, maybe tgat would overcomplicate things, idk Also, i like the current unlocking rate, i thonk you should keep it