Eternal suicide has the right idea
If players (and I should know, as I play like this) pile all their levels into defense and none into attack, then eventually it become both impossible for monsters to hurt the player, and impossible for the player to hurt the monster, without very high attack/low defense scores on part of the enemies. But this makes high attack/low defense play somewhat binary. This doesn't seem fun I remember playing through into the "after" section of LOT and finding myself barely able to hurt some of the enemies - it took me ages to kill one bonca in particular, relying mostly on magic.
How on earth do all you makers of long d-mods manage to keep the game balanced?
How on earth do all you makers of long d-mods manage to keep the game balanced?
I design my enemies around a certain type of character. I could make them level-based, but that would take a LOT of extra scripting...
Well, not really but it would be still annoying to make. I hate cheating btw. It takes all the fun away what's in playing a dmod. But it's definitely acceptable when butchering the bugs in a own dmod.
You have been balancing the Temple of the Ancients? I can barely get past the first screen...
