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Reply To: New classes – Works in Progress

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This thread didn’t say anything about being art only, just works in progress that you had planned.

Like always, if anyone has any skill suggestions for any of the class plans, feel free to share.

Then discussion turned toward your gunslinger, so I added my own thoughts on a script thread that you might find useful, or might not. That’s not for me to decide.

When that script was applied to the highway man “Take Aim” ability, the effect was interesting in a two fold manner. On the one hand, I think it added an interesting dynamic in a character play style, effectively giving a character a A & then B, C, D or move turn, rather then just a A, B, C, D, or move turn. Such an option you might find would be useful to your gunslinger, providing a feel of being a two fisted pistol shooter for example, in applying an “extra” pistol attack in a turn. A power selection might be…

Back up derringer….or maybe phrased…off hand pistol

combat_skill: .id “back_up_derringer” .level 0 .type “ranged” .atk 80% .dmg -80% .crit 0% .launch 34 .target 34 .is_crit_valid True .is_continue_turn true .per_turn_limit 1

In effect it gives you an “extra” power that the character could use each turn, which might work well with your Gunslinger concept. Whether it would or not is a matter of opinion, and perhaps feel of play. Anense might have used such a script on his Priestess for example, providing a .heal 1 1 effect as an “extra” power slot option to the class.

The “other” hand of using such a script, was that it tends to get used a lot when added to a character. As such it shouldn’t be a full strength power, like I consider “Take Aim”. In my experience in using it with “Take Aim”, it got used every turn, and across several turns made the highwayman crit heavy, which I wasn’t opposed to.

Added to the Gunslinger, such a script might make for a welcome addition, with a lightened “Take Aim effect”. If I had to make a suggestion, it would be to add the script line .is_continue_turn true .per_turn_limit 1 to the highwayman for a dungeon crawl to see what it feels like in play. While it will feel over powered across several turns of use, I think you will see the dynamic created by having it as an added option to a character class. If you don’t like it, well then its a suggestion easily ignored.

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