On capture and control
Added 2023-12-14 12:02:40 +0000 UTCSo for me, personally, what I always found hottest in Lustiest Lair were the capture enemies: the elements of helplessness and loss of control really do it for me, and they ended up being the content I enjoy the most. Thus, I'd like to focus on that concept a lot more in future (because it gives me opportunities to add fucking animations to everything)
Tragically, it comes with a cost: Game balance. Players will be forced to work around enemies constantly fucking with the rank order, and shuffling the ranks of vulnerable heroes.
Any ideas for resolving this would be welcome.
Comments
I hadn't considered that. That's a good thing, for sure, but I also don't want to completely ruin the game for folks who enjoy a static comp? One idea I had was to simply increase the move range of slower characters from 1 to 2 c:
Ancestress
2023-12-15 14:43:56 +0000 UTCHonestly I love the capture enemies and can't wait to see more, it is one of my more favorite things in this mod. I think leaving a place open to talk for balance issues or once in a while asking about balance would keep things alright.
VariableExperience
2023-12-14 18:56:58 +0000 UTCI think adapting and learning about new challenges is all part of the darkest dungeon experience. Plus, capture enemies being more common encourages more varied skillsets that don't rely entirely on being static- it makes Dance compositions stronger, and encourages taking skills like PD's stab, Arbalest's blindfire- things that you normally wouldn't because they're just outclassed. This gives those niche skills a use case.
Lem, Perfectly Innocent Wizard.
2023-12-14 18:50:35 +0000 UTC