Dweller Community Forum

General Category => Ideas => Topic started by: Dweller admin on February 10, 2012, 03:23:49 PM

Title: Perks
Post by: Dweller admin on February 10, 2012, 03:23:49 PM
I've mentioned here and there that I've considered adding passive perks to Dweller. If implemented you would be able to pick a new perk every n levels. Some Perks are limited to certain classes. Perks are passive, there will be no extra commands to learn. Some examples:

Observant: Increased chance to find hidden traps and doors (All)
Recovery: Increased effectiveness of healing (All)
Pack mule: Increased carrying capacity (All)
Piety: Increased healing by your god (All)
Sewer child: Increased poison resistance (All)
Barter: Merchant buy price increased and sell prices decreased (All)
Light Step: Reduced chance to trigger unseen trap or waking up monsters (All)
Silent Death: Increased damage against sleeping monsters (Warrior, Ranger)
Archery: Can use ranged weapons (Ranger, starting perk)
Marksman: Reduced penalty for missile attacks at a large distance (Ranger)
Eagle eyes: Increased sight radius (Ranger)
Steady hands: Reduced chance of triggering traps when disarming them (Ranger)
Lockpick: Automatically pick locks (Ranger)
Magic insulation: Increased chance to resist magic attacks (Wizard)
Magic device: Can use magic (Wizard, starting perk)
Conserve magic: Wands deplete slower (Wizard)
Three is a crowd: No penalty in melee if surrounded/fighting 3+ enemies (Warrior)
Heavy Weapons: Can use heavy weapons (Warrior)
Heavy Armor: Can use heavy armor (Warrior)
Shield wall: Increased chance to parry if wielding a shield (Warrior)

What do you guys think? Good or bad idea? Can you come up with more perks?
Title: Re: Perks
Post by: jordan.bubus on February 11, 2012, 05:41:01 PM
I think it is a very good idea. Dweller will be more fun.
Title: Re: Perks
Post by: duke on February 12, 2012, 10:01:28 PM
I agree, these would  be a fun and strategic addtion to the game.
Title: Re: Perks
Post by: Khaelenmore on February 13, 2012, 09:04:42 AM
And where's a warrior's starting perk? I think there should be one also. Maybe a choice between heavy weapons and heavy armor, or a bit higher defence in melee combat.

"Silent Death: Increased damage against sleeping monsters (Warrior, Ranger)". Maybe make sleeping monsters always get more damage from some sources.

I don't think "Lockpick: Automatically pick locks (Ranger)" a good idea. Maybe make it if keys and locks are implemented. Or if there was a minigame for lockpicking. But there are neither, so it is just pointless IMHO.

Everything else seems quite a good idea. And maybe some perks should appear on later levels than others?

More ideas are:
Hate <monster>:Double damage against <monster> (ranger? all?)
Unstopable: Increased resistance to slowing(fighter? ranger? all?)
Charger: You know how to recharge wands (wizard)
Fury: increased melee attack speed (fighter/ranger)
Dual wield: use two weapons instead of one(fighter)
Economist: every potion can be used twice(all?)
Title: Re: Perks
Post by: ZiZNaK on February 15, 2012, 07:07:55 AM
AWESOME IDEA... I'm sure we can flood you with more of these but I'll wait until this implementation goes through first... how about the ability to choose from a list of passive skills when they are awarded?  give the players a little more power over their characters development?
Title: Re: Perks
Post by: Dweller admin on February 15, 2012, 08:14:07 AM
The idea is that when you gain a character level (or every second or third level, I'm not sure yet) you will be presented with a list of available perks to chose from.
Title: Re: Perks
Post by: X on February 16, 2012, 04:45:58 PM

All
Observant: Increased chance to find hidden traps and doors (All)
Recovery: Increased effectiveness of healing (All)
Pack mule: Increased carrying capacity (All)
Piety: Increased healing by your god (All)
Sewer child: Increased poison resistance (All)
Barter: Merchant buy price increased and sell prices decreased (All)
Light Step: Reduced chance to trigger unseen trap or waking up monsters (All)

Wizard
Magic device: Can use magic (Wizard, starting perk)
Magic insulation: Increased chance to resist magic attacks (Wizard)
Conserve magic: Wands deplete slower (Wizard)

Warrior
Three is a crowd: No penalty in melee if surrounded/fighting 3+ enemies (Warrior)
Heavy Weapons: Can use heavy weapons (Warrior)
Heavy Armor: Can use heavy armor (Warrior)
Shield wall: Increased chance to parry if wielding a shield (Warrior)
Silent Death: Increased damage against sleeping monsters (Warrior, Ranger)

Ranger
Archery: Can use ranged weapons (Ranger, starting perk)
Marksman: Reduced penalty for missile attacks at a large distance (Ranger)
Eagle eyes: Increased sight radius (Ranger)
Steady hands: Reduced chance of triggering traps when disarming them (Ranger)
Lockpick: Automatically pick locks (Ranger)
Silent Death: Increased damage against sleeping monsters (Warrior, Ranger)
Cleaned up the OP a little bit so I could see these a bit easier. I'll add my own thoughts to this when I've had a bit more time to think about it.
Title: Re: Perks
Post by: ZiZNaK on February 22, 2012, 02:54:15 AM
how far down the line will we see the perks added? and no rush bro... you've been working your butt off as it is just so you know we all appreciate what you've done with dweller lately.
Title: Re: Perks
Post by: Dweller admin on February 22, 2012, 08:11:54 AM
I'm not really sure. Things in my issue/feature tracker right now is: http://dweller.lighthouseapp.com/projects/88670-dweller/tickets/bins/430709 but a lot of the stuff in there has low priority. I'd like to see perks added soon, but I can't say for sure yet.
Title: Re: Perks
Post by: Tomahawk on March 02, 2012, 07:47:18 PM
Warrior - dual-wield:  use two one-handed weapons and get two attacks with a "to-hit" penalty on each one.

Wizard - overpower:  massive bonus to one magic attack, but unable to use magic for a couple turns.

Ranger - point blank:  negates penalty for using ranged weapons on adjacent opponent.
Title: Re: Perks
Post by: fvanzyl on March 27, 2012, 09:42:56 AM
I love this idea.
Title: Re: Perks
Post by: FaustoMartense on March 31, 2012, 05:09:32 AM

Everything looks great. But I would like some high level perk for Archers that let them use daggers. I always want to go melee with my Archers because of all that speed. But never can do it properly.

In the way to make the Archer more roguelike, you can add a perk that allow him to poison monster easily, with a higher succes rate than the other clases. By using poisoned arrows or by using poisoned  daggers, is they learn how to use them.

Everything else looks perfect.

The only doubt that come to my mind, are the initial perks per class able to be picked on high level from the other clases? If not, I do not see the need to list them.
Title: Re: Perks
Post by: GnPTurtle on March 31, 2012, 03:38:44 PM

Everything looks great. But I would like some high level perk for Archers that let them use daggers. I always want to go melee with my Archers because of all that speed. But never can do it properly.

In the way to make the Archer more roguelike, you can add a perk that allow him to poison monster easily, with a higher succes rate than the other clases. By using poisoned arrows or by using poisoned  daggers, is they learn how to use them.
What do you mean? Rangers start with a dagger equipped. They can use other daggers and the venom blade. Meleeing with them is the same as the Warrior, just pushing against the monster.


Personally, even when it does proc, I've never seen much additional damage from poison, so I'm not sure how much I'd use that perk.
Title: Re: Perks
Post by: FaustoMartense on March 31, 2012, 09:45:22 PM
Really? I never noticed that he already use daggers... I just used the archer once and always keep shooting from far away.

I find the poison useful with creatures that run away when low on health. While you are fighting, it get poisoned and when he start to walk away he still get poison damage. The amount of damage is small but is enough to kill the creature. It is useful if you are using the Warrior and you do not have a wand.
Title: Re: Perks
Post by: Mateusz P-G on April 14, 2012, 03:40:00 PM
Ohh, I'm really happy to see those old suggestions hitting back with such force!
:D

Not sure how difficult those would be to implement, but here's a couple of quirky ones from the top of my head:


All
Greed: Player finds more gold
Treasure Hunter: Increased chance of finding magic items
Dodge: X% chance to ignore an attack that would otherwise hit

Wizard
Faster channeling: Decreases the cast time of all spells by X%
Retaliation: Being hit by enemy spell increases your spell damage by X% for the next turn
Wild Magic: Player's spells have a chance to trigger and additional random effect (just not charm, heal or teleport - too annoying)

Warrior
Unstoppable: Increases Slow resistance
Crushing blow: Attacks with heavy weapons have additional chance to stun the target
Vicious Slash: Attacks with edged weapons have a X% chance to strike enemies on all 3 tiles in front of the Warrior

Ranger
Animal Afinity: Sewer Rats, Vampire Bats and Worgs are initially neutral towards the player (recquires high level)
Fletcher: Creates a random enchanted arrow every X turns
Deadly Focus: For every turn spent idle increase the damage of next attack by X%, stacks up to 3 times
Title: Re: Perks
Post by: Dweller admin on April 16, 2012, 07:22:37 AM
Great ideas Mateusz! Some are harder than others to implement, but I can definitely see some of them making it into the game once I start implementing perks.
Title: Re: Perks
Post by: coolasc on January 16, 2013, 07:20:16 PM
personally i'd like to see devoloping perks instead of stable ones (and therefore also not on x lvls) that would level with another resource (just like the coins would be stored in the inv, gaining 1 per lvl till lvl 10, 2 from 20-30, 3 from 30-40... so on) and costing 1,2,3 and so on up to 5 lvl each skill level, gaining the skills from a new npc at entrance (I know probably this would make it harder :S) placing here suggestions to all i noticed:

Quote
All
Observant: Increased chance to find hidden traps and doors by x% [10;20;30;40;70]
Recovery: Increased effectiveness of healing by x% [10;20;30;50;70]
Pack mule: Increased carrying capacity by x(fixed values) [5,10, 20, 40, 60]
Piety: Increased healing by your god (don't really get this one so no suggestion)
Sewer child: Increased poison resistance to x% [10,20,40,60, like the rat hunter cloack]
Barter: Merchant buy price increased and sell prices decreased by (both increased and decreased from total) [5,10,20,30,40]
Light Step: Reduced chance to trigger unseen trap or waking up monsters by x% [5,10,15,20,30]
Greed: Player gains x% more gold in dungeon [5,10,20,30,50]
Treasure Hunter: Increased chance of finding magic items by x% [5,10,20,30,50]
Dodge: X% chance to ignore an attack that would otherwise hit [2,3,5,8,13]

Wizard
Magic device: Can use magic (in description, would remove it from perk)
Magic insulation: Increased chance to resist magic attacks by x%[2,3,5,8,13]
Conserve magic: Wands gain x% more charges when colected for the 1st time [10, 20, 40, 60, 100]
Faster channeling: Decreases the cast time of all spells by X% [5,10,20,30,50]
Retaliation: Being hit by enemy spell increases your spell damage by X% for the next turn [5,10,20,30,50]
Wild Magic: Player's spells have a x% chance to trigger and additional effect varing per lvl [5/poison, 20/poison, 20/burn, 30/burn, 30/disarm or slow]

Warrior
Three is a crowd: No penalty in melee if surrounded/fighting X enemies [3,4,5,6,8]
Heavy Weapons: Can use heavy weapons (in description, would remove it from perk)
Heavy Armor: Can use heavy armor (in description, would remove it from perk)
Shield wall: Increased chance to parry if wielding a shield by x%  [2,3,5,8,13]
Silent Death: Increased damage against sleeping monsters by x%[5,10,18,25,40]
Unstoppable: Increases Slow resistance by x% [10;20;30;40;70]
Crushing blow: Attacks with heavy weapons have additional chance of x% to stun the target [2,3,5,8,13]
Vicious Slash: Attacks with edged weapons have a X% chance to strike enemies on all 3 tiles in front of the Warrior [5,10,18,25,40]
Dual wield: use two weapons instead of one, limited by weight(lvl 1-3) [4,8,12] allowing you to hit twice but having a penalty to damge of (all lvls, 4,5) [50,60,80]


Ranger
Archery: Can use ranged weapons (in description, would remove it from perk)
Marksman: Reduced penalty for missile attacks at a large distance by x% [10,30,50,100,150 (yes deal more dmg on long range, requiring therefore that you keep looking at your surroundings]
Eagle eyes: Increased sight radius by x squares (note 1st on linear from middle 2nd on sides of tht middle and 3rd lvl on corner) [1,1,1,2,2]
Steady hands: Reduced chance of triggering traps when disarming them by x% [2,3,5,8,13]
Lockpick: Automatically pick locks Chance to retain your lockpick after using it of x% [5,10,20,30,50]
Silent Death: Increased damage against sleeping monsters of x%[3,5,8,13,21] (this would have t be weaker for a ranger than warrior since warrior has much harder time getting close than ranger who can just shoot an arrow)
Animal Afinity: Sewer Rats, Vampire Bats and Worgs are initially neutral towards the player [place a new mob per lvl having 1st 2 levels without any mob therefore making this a real "work towards it" perk]
Fletcher: Creates a random enchanted arrow every X turns (this would be too easy to just keep walking at entrance and get lots of them) at chance when hitting an opponent, chance of x% [2,3,5,8,13]
Deadly Focus: For every turn spent idle increase the damage of next attack by X%, stacks up to 3 times (too overpowered by itself)
point blank:  reduced penalty for using ranged weapons on adjacent opponent by [5, 10, 30, 50, 100]

Title: Re: Perks
Post by: Dweller admin on January 20, 2013, 10:39:12 PM
I'm eager to start adding perks soon. I'll revisit all the suggestions made in this thread as soon as I start the work.
Title: Re: Perks
Post by: stubble on January 27, 2013, 03:14:55 PM
A new idea:the ability for warrior to be able to break doors without heavy weapons if their attack is 35 or more