I had a thought about how to improve Werediggle or at least make it more fun. How about, the further you go up the tech tree for this skill, the longer it lasts? Because you can't cancel it, this is both a good and bad thing obviously depending on whether your main strategy involves being in diggle form. This would culminate in the final skill point, where it even says "your diggleness is taking over" and it'd become an effect that would last until cancelled. This would pretty much break the game in some ways because it'd be like the digging ray without mana concerns, but it'd be nice reward for maxing such a long tree. Diggling your way to victory! I also think most non-Hell diggles should be non-hostile to a werediggle, possibly even in human form.
Sure. Might be tedious to do given how buffs work; I think it'd necessitate writing a whole slew of buffs for it (and I don't even know how Werediggle works to begin with.) Still a good idea, though.
Didn't they do the whole Diggle Nog thing in order to address the issue of Werediggles without having to do anything drastic?
No, we did that just because of the Steam Winter Sale in 2011. Game mechanics are so overrated when there's promotional money from Valve to be won. (Also, we just liked the idea of Diggle Nog.)
So did I. I was kinda surprised to see Diggle Nog in the game still after the holidays, but whenever I could I used to make it. Even on non-wizards, just to ring in the holidays. My characters still regularly drink it.
Bleh, I still think it's a clever, if unintentional, fix to the issue of Werediggles being screwed over by the cooldown. Even if drunkeness ballsed it up which is kinda sad as Werediggles need all the help they can get, being an addorable cannibal is hard.
Can we have a passive ability with flavor text about being covered in Diggle poop, and something risque about developing pheromones for woman diggles?