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In regards to the quirk descriptions, that gets a bit trickier. The choice is either "Display all buffs explicitly" or display a custom message. You can do both too. But the issue with the custom messages is they don't wrap, so they can't be too long or you get this really wide tooltip. So for some of the quirks it was fine to have a short message if I thought I could give a decent hint about what the quirk did, but for others I decided it was best to display all the buffs.
I personally prefer the vague descriptions that make you figure it out yourself, but I know some people just want to see the effects, so I tried to put in an even mix of both, with the vague descriptions still being pretty solid hints.
Also, the game has a built-in character limit for quirk tooltips, so no matter what I can't really make them any longer than the Sitiomania and Egomania ones. I figured that was a reliable authority on the subject.
At any rate I would like to wait for a week or two to gather feedback before I make the first balance revision, so the more people who share their thoughts the better informed I'll be! :)
For the sake of putting all the info into the discussion: Dacnomania grants +2 speed for every enemy after the first, so against a full party you'll get +6 speed, but at the cost of an unpredictable fighter who on average attacks randomly once per battle.
Bear in mind the Spectral Speartip (took me a while to find since I was googling Shimmering) is a trinket, and doesn't also come with the expectation of being a negative quirk. That said though, Dacnomania also interacts with corpses, which does add to the negative balance side of things.
Essentially, I suppose the question is, is once per battle too much for the good chance that hero will go first? Players probably depend on that first player hitting the right target, so on one hand it's delicious irony and on the other hand it's laughably pointless. ;)
Also something else that just occurs to me (after 15min of typing this reply) is that it's possible to game the quirk by leaving it on your primary healer. That would give them the speed buff without really being bothered by the random target issue, since presently it doesn't have a random friendly chance. That's probably something I should fix, and change the description to "gets distracted during battle," or something. That would obviously require further balancing anyway, so certainly in that case I would need to lower the 25% (though I might have been about to agree with you anyway lol).
Yeah ok. I will need to apply a friendly random chance and reduce the hostile random chance. That seems fair. Let me know if you have any more thoughts, and thanks! :)
Edit: 32min actually. Damn.
The problem is that DD is a game with two distinctive and sometimes contrary sides:
On one hand, the flavour, the mystery.. the unknown. A staple of anything lovecraft, really.
On the other side - the actual gameplay. You should be able to have information - or at least a feasable way to gather it - and act upon this information, formulating plans and strategies.
Not knowing what a boss can do is one thing - send a scouting party.. that works. But when dealing with quirks, it gets tricky:
As most of them are chance based(And you don't even know the chance) and vary wildly in effect, it is difficult to acquire information about them in-game - for example, had Dacnomania on a character for 3 expeditions(1 long, two short) and never have seen any effect from it. I'd have no idea what it could or could not do and, at this point, I'd rather just remove it.
Keeping the balance of mystery, flavour and transparancy is pretty difficult, especially due to custom-message limitations... As a rule of thumb, I'd say go for detailed effect listings on more "complex" effects and be vague on less complex effects.
For example, Hieromania is rather simple... just try to cram the word "Holy Water" in there somehow as a hint. By contrast, Dacnomania feels a lot more complex and not as intuitive.
Edit: The description of Sitiomania is off. "+50% HP DMG inflicted when starving".
my suggestion will be remove party surprise chance buff, and lower the scout chance to 5%
Edit: Found one that suits me. Set Kleptomaniac to interact with "Scrounging" at 20% Really balances the hit to the bottom line with the power you can get towards the end of the dungeon.