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Joined 3 years ago
Cake day: June 14th, 2023

Post your nugget of info and hopefully we can all learn something new!

This is somewhat recent but I want to mention this for other players like myself who wasn’t aware. You can surprise attack using a 90 degrees wall bend and a reach weapon. Specifically, leading a mob around the bend and attacking once you see it again. You do need to hug the walls on the last two tiles of the bend and then you’re free to keep hugging or move diagonally. Obviously, this isn’t meant for square rooms and similar right angled walls but ones where you can escape line of sight to make the surprise attack.

I knew you could do a lunge attack, with the duelist, with blind spots; like if you can’t see a mob that’s behind some tall grass, a stone pillar, or you’re in a garden, but I just realised you could do the same through doors. This will help with managing the sewers, crabs in particular. I assume door lunges should benefit as a surprise attack as well.

Maybe hermit crabs could be spawned intentionally? Say, a sewer crab has a 10%(or maybe 25) chance of fleeing when at 50% HP or lower. When the crab finds its way next to a barrel, it takes a turn before turning into a full health hermit crab.

This change would let the player decide whether to permit the transformation, provided they have the means to take down the fleeing crab, and gain a risk-reward scenario. With the abundance of barrels, if you’re taking on a crab next to some, the fight could escalate quickly.

Each spawn rate in this way probably needs to reduce the flee rate by half to limit farming.

I’m curious what people think of the new obstacles like barrels, cages, etc; that block ranged attacks.

I had a run with the hunter before the adjustment that reduced the spawn rate of barrels and whatnot and even then I didn’t really mind the reduced range freedom.

I would surmise that the new barriers may be a net negative to ranged classes. Particularly with multiple challenges; kiting obstacles reduces resources and may result in bringing another mob to the mix, as opposed to simply pelting from afar. But there are also instances where the obstacles are a boon.

One positive that the average player may not realize is the reduced time in finding secret rooms, since those rooms can’t be behind all of the new barriers.

I’m thinking the obstacles may also ever so slightly reduce the rate you’re encountering mobs since the obstacles will reduce their traversal time between rooms.