FORUM ARCHIVED

Damage over time?

Discussion in 'Dungeons of Dredmor General' started by swanee, Sep 8, 2011.

  1. swanee

    swanee Member

    When in a hazardous square, when a turn passes, and you have not moved, does it make sense that you don't take damage?
    Oh my mustache is burning, let me stay still and I will be ok.
    Maybe have reduced damage for subsequent turns. Of course this would vary by the cause.
     
  2. yeah, same happens with poison "oh noes, a poison gas trap! maybe it works like in jurassic park and staying still will discourage it from entering my lungs..."
     
  3. Psiweapon

    Psiweapon Member

    Yeah, I noticed that yesterday.
     
  4. Marak

    Marak Member

    I'm hoping they can fix this; it trivializes all AoE attacks, such as... MOST TRAPS IN THE GAME, Golem-type monster special attacks, being an idiot and standing in your own Squid Bolts or thrown Acid/Poison Vials/Obvious Fireballs, and so on. It would also have the side benefit of making all Movement/Teleportation Skills far more valuable and more tempting to spend your Skill Points on. Imagine if you had to Knightly Leap/Froda's Jump Discontinuity/Move in a Mysterious Way/etc. out of a gas cloud or risk taking 30 damage - it's suddenly a no brainer to get that "GTFO" skill instead of mashing the space bar until the cloud of whatever dissipates harmlessly.
     
  5. Despayre

    Despayre Member

    I was hoping this would get fixed in 1.05, but sadly it was not. Hopefully in the next patch?