Eat The Dungeon General Discussion

I don’t think I want to add an active skill, but I’ve been thinking of adding passives for a while

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Say BA, What passives will some of the classes will have? :thinking:

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Here’s a peek at the design document where I’ve been working on passives:

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Oh man some of those passives look terrifying, from the bard and engineer’s buffing every room to the monk becoming a multihitter. Can’t wait to see how these transform the normal strategies.

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ah man, Druid’s passive is pretty good for countering enemies, but Necro’s is also pretty good with their type coverage.

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Oh wow, a lot of those look absolutely incredible. Am surprised and impressed by the Beastkin’s one, makes me hope for tthe Bunny to make it in that much more.

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I still haven’t decided if I want to go through with these or not. If I do, they would be part of the v0.14 update. I’d probably have to make the time targets a lot more strict to compensate for the increase in power and I’m not sure I like the chance based ones like the Warrior and the Illusionist.

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So while we wait for the Dancer to be implemented into the game, Bewildered Angel decided to share some ideas for possible passive abilities that each character would have. Since these would no doubt shake up character viability completely and turn it on it’s head, I decided I’ll give a first look at each passive ability and give my thoughts on each passive individually. Also, since each passive ability is unique to each character, I can also apply each ability to their respective character directly for further thought making.

Warrior - Taunt - Enemies have a 50% chance to target the Warrior instead of their intended target
This sounds great. I can see redirection like this being of good use, and solidify Warrior’s role as a fast supporting tank. While 50% isn’t always reliable, I imagine this will still activate quite often, considering how many attacks get thrown out over the course of a level. While I don’t know for certain, if I had to guess, if an enemy is going to attack a character with an element that that isn’t weapon, then I’m guessing that if Warrior taunts them, then Warrior will be unaffected by the attack, while is also extremely useful. Overall, this sounds like a great ability to me, and a great buff for a currently mediocre character.

Thief - Assassinate - Deals + 100% to enemies under half health
This ability sounds great, complementing Thief’s high speed very well, and giving her a role as a cleaner. This kind of ability would be best for long fights when the enemy has a lot of health, with your character’s power being low by comparison, allowing for good chip damage and making weakened enemies vulnerable to Thief fall with lightning speed, although it is worth noting that healer enemies will render this ability nearly worthless. But hey, if nothing else, being able to deal extra damage is still dealing extra damage, and this ability is great for that much and still a good addition to Thief’s high speed repertoire.

Priestess - Healer - Heal is 200% effective on allies who are KO’d
I’m not fully sure what to think about this one at the moment. I feel like I the description doesn’t exactly imply enough for me to really make a decision here. I’m unsure because based on the description alone, I can’t tell if this strenghened heal multipler only applies to the effect of repairing damaged stats, or if this multipler applies to that and also extracting fullness. 200% is a very significant bonus (being × 4), but even then, the former effect just sounds mediocre, as the bonus will be stronger but more often than not unnecessary, as usually just a single heal or two would be sufficient to a repair a damaged stat, and yet the latter effect sounds amazing, as being able to extract +200% fullness would be great for KO’d allies that need their fullness extracted to get back on the field of battle. Overall, this ability could just fall flat, but it could also really help Priestess out significantly, really bringing Priestess’s viability up a notch.

Witch - Chain Lightning - Deals + 10% damage for every enemy in the AOE
This ability sounds amazing. In reality, the ability itself is very simple, but it doesn’t need to be complicated to be good. A straight damage increase is nothing to sneeze at, especially since Witch’s base power is currently the highest in the game. This ability provides at minimum a 10% damage increase and at most 50%, which is quite a noticible increase, especially since Witch will be dealing this increased damage to multiple enemies. Even at it’s lowest, this is still a strong ability to have, and like I said during Theif’s section, extra damage is still extra damage and besides, single targeting enemies isn’t Witch’s role anyway, leave that for someone like Spellblade. Overall, this is an amazing ability that will certainly strengthen Witch significantly, though may not be enough to make Witch not outclassed by Illusionist. That AOE of hers is just too massive.

Bard - Inspiration - Buff is 100% more effective on boosting attack abilities
To me, this sounds like a great addition to the tool kit of an already amazing character. Bard buffing the other characters is already strong enough in the current game, and this will make that strength even stronger. I’m guessing this effect won’t apply to extracting fullness at all, but that’s fine, since Bard doesn’t need it, as already being able to extract a significant fullness with buff and heal simultaneously, and part of what makes Bard so good is that ability to do so while also making other characters stronger and hit harder. Overall, while there is necessarily much to say about this ability, there’s still no doubt that it’s a strong one, making Bard even stronger and better at what she already does, and without any apparent downside.

Spellblade - Cursed Blade - Spellblade’s target takes 100% bonus damage from next attack
Once, again, a great ability. From what it sounds, if Spellblade attacks the enemy and the enemy lives, that enemy will take double damage once from the next character that attacks it. Although one thing that I’m most certainly curious about is whether this double damage multipler would only apply to Spellblade, or if this increase can be taken advantage of by other characters. While the latter effect is most certainly more useful than the former one, the former effect is still of great use. Spellblade being able to deal more damage just by dealing damage is of great use to Spellblade, complementing her high speed and being able to damage targets very quickly. Overall, this is a great addition to Spellblade already strong kit of tools, since as I’ve said before extra damage is extra damage, and if this multiplier is useable by other characters, will also provide Spellblade with a supporting option of sorts.

Knight - Protector - Automatically applies a 50% strength shield every room to all allies
While a good ability to have, this doesn’t exactly make Knight herself stronger in any way, so this is moreso an extra thing that you just don’t have if you don’t bring Knight. Don’t get me wrong though, a free shield, and to the entire party at that, is by no means bad or worthless, and the fact that this free shielding scales based on Knight’s power (half) is also quite notable, and will help with protecting allies from enemy attacks to make runs much more consistent. Just keep in mind that supporting an armored ally by using a weaker armor stat will outright replace a stronger one, and I imagine that this ability will do that as well.

Illusionist - Trickery - Enemies have a 10% chance to target a random hero instead of their intended target
While useful, I’m not sure if this ability will be all that great. I mentioned in Warrior’s section that redirection was very useful to have, and a great addition for her. However, there’s one BIG difference with Illusionist’s redirection and Warrior. The target for Illusionist’s redirection is random. With Warrior, I at least know which one of my characters is going to be hit, while I don’t here, meaning that this ability can possibly work against the player. Sure this could redirect an attack to a character that will be unaffected by the attack, but that’s the problem. It only could. It could also force an attack on a character that I’m trying to protect and keep in good condition. And then there’s the activation rate. 10%. So not only is the target random, but this ability won’t activate way more of often than not, so it’s only going to be noticeable against hordes of enemies, which I do suppose is what Illusionist is more effective against. Overall this ability sounds situational, only being useful some of the time. But hey, Illusionist and that AOE of hers is still broken, so I don’t believe this ability is going to bring Illusionist’s viability down in any realistic way.

Engineer - More Gun! - Automatically applies a 50% strength buff every room to all allies
All in all, this is essentially Knight’s ability except the effect is buff instead, which is still very strong, although it doesn’t make Engineer herself in any way stronger, also similarly to Knight. While this most is strong, I think Knight’s might actually be more useful. While it’s true that this ability is extra damage, and I don’t currently feel like repeating myself for a third time, the thing is that is this ability will at times be sort of neutered by Engineer’s own buff. Engineer’s buff can already effect all other allies, so considering the power of the ability is half of Engineer’s, this won’t really accomplish much to characters that already have Engineer’s buff, or just when Engineer simply supports at all. At least Knight has the option to attack so she doesn’t just about have to replace the ability shield or wait and do nothing. Don’t get me wrong, this passive ability is most certainly good and useful, and a fine addition to Engineer’s strong tool kit, I just feel like it’s potential use is neutered by the character using it. I think the most reliable use gotten from this will be the buff getting applied to Engineer herself.

Ranger - Sniper - Deals +100% damage to enemies in the back column
A fine ability that plays into and gives Incentive to Ranger’s “gimick” of sorts. The thing is that that’s all it really does. Sure, extra damage is~ you get the idea, but the problem is that all this realistically applies is fuelling Ranger’s gimick of being a ranged weapon attacker, range being a trait that usually isn’t necessary for most levels, usually being more of a convenience. So while sure, this ability is still most certainly good, as double damage is quite noticeable, I just feel like it isn’t enough to be worth using over other character’s and the abilities that they’re going to have. also since killing enemies will take them away from the back column, and some rooms may not have any enemies in the back column at all.

Psychic - Suppression - Hitting an enemy triples their current attack timer
This ability sounds like it’ll be amazing. It provides a way of outright preventing enemies from attacking at all, complemented by Psychic having an AOE, meaning that Psychic can stall multiple enemies at once. Tripling is also quite a significant multipler as well, meaning that the only thing that realistically limits this ability is Psychic slow speed stat, but the timer multipler is so great that Psychic may be able to lock out enemies anyway, and support allies in a way that no one else really can. Even when the enemy isn’t at all vulnerable to faith, this ability still gives Psychic a good reason to continue attacking away even if Psychic’s damage output will be minimal, which really says a lot for a slow AOE character. Psychic currently really isn’t the most viable outside of a handful of levels, but this ability alone may change that, and then some.

Monk - Flurry - Hits Twice every time she attacks
Most certainly a great skill, as this effectively doubles the base damage that Monk deals, and Monk’s high speed means she’ll be getting these double attacks in quite often. Keeping this in mind, Monk’s DPS will be very high. While I want to say that this is a straight double damage increase, there’s still one glaring issue that I see with this, and it’s that I imagine that a buff effect applied to Monk while only apply to the first hit, having worn off for the second. This means that team setups that rely on buff effects to deal good damage will make this ability not nearly as useful as it could be. Overall, while this is certainly a good skill and a good buff for Monk, certain team setups can make this ability not as usefull as it otherwise could be.

While I have now talked about all the passives for the characters currently in the game, Bewildered Angel has also shown passives for characters who have yet to be added, so while I don’t know nearly as much about these characters in general and how they fully work and function in the game, I can still provide my thought on these abilities and how I think they will work for each character.

Barbarian - Rage - Deals up to 100% more damage depending on fullness
I don’t care if this ability ends up being good. I don’t care if this ability ends up being bad. I say this because I’m reading Rage’s description and I feel like it’s going to be a personal favourite of mine. Dealing extra damage that scales on fullness may be unreliable, and this ability sort of incentives taking risks and making attacks that will likely get Barbarian KO’d, but that’s sort of is my playstyle anyway. Based on what I know, Barbarian herself is a weapon based AOE attacker, being able to damage the entire front row at once, and I feel like this AOE will complement this ability rather well, as it means that Barabrian will be at high fullness rather often, assuming she doesn’t get KO’d outright off of her first attack. Overall, this is a fine ability to have, and as I’ve said before, extra damage is still extra damage.

Alchemist - Alchemy - Buff is 100% more effective on boosting support abilities
The opposite of Bard’s ability, Alchemy incentives supporting other support characters and making their supporting abilities stronger, which doesn’t sounds nearly as good or useful to me as Bard’s does. Currently the best supporting characters in the game are Bard and Engineer, who are good because they have buff as a supporting element themselves, which means that the bonus they receive from Alchemist won’t be as much from other characters. Not to mention how this ability is useless for every attacker in the game, not to mention how when she gets implemented, Dancer will be a supporting character that’s unaffected by this completely. So overall, this ability is sort of just alright, as while not bad~ the playstyle it incentives isn’t exactly a useful one. But then again Engineer’s low speed makes her need someone else supporting her to be effective at times, so who knows.

Druid - One With Nature - The Druid has three favourite food types: meat, fruit, and veggie
Of all the abilities shown, One With Nature’s effect is most certainly one of a kind. Having 3 different favourite food types is most certainly useful, as the favorite food bonus is double, so quite the noticeable increase, with Fruit and Veggie being quite the common enemy types as well, especially from within the 2 most recent level sets. Overall, while I don’t exactly have much to say here, as the effect is pretty straightforward, this ability is still no doubt strong, although it is very dependent on room layouts.

Trickster - Deceiver - Trickster’s target has a 100% chance to target a random hero instead of their intended target
Random Redirection. I already explained why I don’t like that as a mechanic, but at least with this one, you have more controll with this one that I do with Trickery. With Deceiver, I can at least controll and choose which enemies will be redirected, and also with the knowledge that this redirection is also gaurenteed, having no luck with its activation chance. I’m not fully sure what else to say here. I’ve sort of already explained my stance on redirection, both fixed and random.

Dancer - Alacrity- Support is +100% effective against cool-down timers
Alacrity sounds useful, but I’m iffy on it. The problem isn’t whether a bonus like this is bad, but moreso that it usually won’t be needed, even for the slow characters. More often than not, a simple support from Bard or Engineer is usually all that’s really needed to bring down cool-down timers, and those two will also extract much more fullness alongside the timer. Let me put it like this: Lets say that Bard and Dancer have the exact same power stat. The thing is, Bard has buff, AND heal, meaning that Bard will reduce timers by exactly as much as Dancer will when factoring in the double bonus from Alaricity. However, Bard with also have other benefits such as extracting twice as much fullness, and repairing stats that Dancer doesn’t provide. Overall, this a fine ability, just not one that’s needed.

Beastkin - Transform - Attain a 100% strength buff on new room
To draw comparisons, Transform is Engineer’s More Gun! except it’s only applied to Beastkin, and it’s from full power, not half. Transform sounds very good, providing Beastkin with a way of buffing herself, bolstered by a small AOE that’s similar to Knight’s. Since this effect scales based on Beastkin’s own power, one way of looking at the ability is that it sort of gives Beastkin double damage for her first attack in a room, and for that much it’s most certainly good. Also makes More Gun! just about irrelevant for Beastkin.

Raider - Guerilla Warfare - Automatically attacks a random target whenever she is able to
I’m aware of why Raider has this as an ability, even if I’m still very iffy on it. When Raider was first introduced as a poll option, and it was mentioned that she was going to have lightning speed that surpassed even Thief, Spellblade, and Monk, Someone (don’t exactly remember who because it was months ago, and I don’t feel like going back through months worth of posts just to look for one comment) brought up the point of “it doesn’t matter how fast Raider’s speed is, she can still only move as fast as I can move my hand or cursor”. Something along those lines, and I actually agreed with it, as even Thief, Spellblade, or Monk were difficult to fully manage thier attacks with speed upgrades. Guerrilla Warfare is the answer to that statement. TLDR, it’s basically a berserk status from an RPG. With it, Raider will attack automatically as soon as she gets off her cool-down timer. In theory, when combined with Raider’s near absurd speed, Raider has bar-none the highest Weapon DPS in the entire game. However, just like a berserk status, there’s just one issue; the target is completely random. This means while Raider will be good in theory, in practice, she will likely be unreliable against hordes of enemies, especially when some of them aren’t vulnerable to weapon.

Necromancer - Ceaseless Hunger - Digestion rate +100% when above 50% capacity
Ceaseless Hunger sounds amazing, if not overpowered. Metabolism is a stat that becomes strong very quickly, only needing few upgrades to be strong, so I can only imagine how strong a metabolism multiplier would be, especially considering how easy of a requirement being above 50% capacity is to meet. If you were to, per say, never upgrade Necromancer’s capacity stat, then Ceaseless Hunger when be in effect when Necromancer’s fullness is above 5. 5! I may currently know very little about Necromancer’s stats, as she current is yet to be a poll option, but I noticed something in the speadsheet that makes this ability even stronger. Her statline is listed as “Faith / Weapon”, but more importantly, Necromancer’s AOE is listed as “screen”. That’s also what Illusionst’s AOE is listed as. Necromancer is a screen nuke. If that really is the case, then considering how her attacking elements are listed as the complete opposite of Illusionist’s, then all things considered, Necromancer was already going to be completely broken without this ability, and Ceaseless Hunger really just is the icing on a gaint cake.

Now that this is all said is said and done, it is very important to note that none of these abilities have been currently implemented into the game, and my thoughts here are a first look more than anything. In reality, I’m just making partial guesses based on my prior experience with this game (and to be fair, I’ve played this game a lot), and therefore, my thoughts here should for the most part just be taken with a grain of salt if needed, and mean little until passive abilities get introduced into the game proper, assuming they do at all.

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Also I spent like 5 whole hours writing this thing, someone help me,

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I probably should have noted that a lot of the abilities are first draft quality, I want to strip out all instances of randomness and the numbers are just the first thing I thought of.

This would primarily effect fullness, so you can get out of KO quicker. I haven’t decided if I want it to affect stat healing

The Spellblade would be able to benefit from her own curse

This passive is intentionally weaker than the others to compensate for the illusionist’s already impressive stats

This definitely one of the more questionable ones

It’s worthy pointing out that the Dancer will be twice as fast as either the Bard of Engineer

I agree that the random component is bad, it should probably be changed to something deterministic

This will absolutely be nerfed, these numbers are placeholder

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Eat the Dungeon Update v0.11.1

The Dancer is here! To unlock her, get a B rank or higher in The Study of The Sage

10-21-21-1

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Glad to hear it, as fullness being effected will make Priestess much better, although I’m surprised that this wouldn’t necessarily affect stat healing.

I had figured as much. What I’m more curious about is whether other characters besides Spellblade can benefit from the curse.

Knowing that will definitely make Alaricity better than I thought it would be.

No doubt for the better. From the sounds of it, Ceaseless Hunger is an overpowered ability on an overpowered character that will benefit from the ability amazingly.

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time to do Dragon Dance! :smiling_face_with_three_hearts: :heart_eyes: :blush:

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Just going to say this right now, I am terrible at drawing, editing, and other visual arts of the sorts. With that said, I just though I would share my attempts at making a bigger size for the dragon dancer since I really enjoy human-monster girls.

PS: I am drawing with a mouse so…yeah

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Everybody would be able to benefit

what if i don’t want to unlock her? Curse this 20-word
limit!!!

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You can always just not use her if you really don’t like her that much. Either that or you can make sure you never get higher than rank b on the stage.

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it’s time to get a C on that mission! I will get the next adventurer.

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so what’s next in the update department? :thinking:

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The update schedule is here in the “About” section:

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