Patreon Poll #3: DM-200 Variants! - Discussion (Patreon)
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(This is the discussion post for Patreon Poll #3. Poll choice descriptions are here, and discussion is welcome from all patrons. However, only golden+ patrons can view and vote in the voting post.)
Hello Patrons, welcome to patron poll number three! Just as with sewer slimes, DM-200s need a rare variant, and so I've decided to leave the specific choice for that up to you!
All of these variants are focused around creating an intimidating foe that really maximizes the gameplay potential of an enemy that can't leave a room. You 100% control the engagement of the fight, which lets me make the enemy quite strong. Making something like these into a standard enemy would be too much, but a rare variant is the perfect place for it.
Each rare variant will have boosted stats, and will drop a guaranteed cursed metal shard, as well as whatever normal drops I may add to DM-200s in the future. What you guys get to decide is how the abilities of this rare variant will differ from the default DM-200. There are three options:
Unstable DM-200
"This DM-200 has a damaged engine that seems to practically spew out toxic exhaust. Approaching it might be difficult without some form of gas protection."
- Has a significantly reduced cooldown on gas venting.
- Passively spews gas around its position if it sees an enemy.
The high quantity of gas makes it difficult to approach this enemy, but its main source of added power is completely nullified if the hero uses some form of protection from gas. Additionally, as other enemies will be harmed by the gas as well, it's possible to use this ability to your benefit.
DM-201
"The dwarves briefly experimented with doubling-down on the DM-200's lack of mobility and created a DM model that was entirely stationary. The DM-201 trades in mobility and toxic exhaust for more durability and the ability to rapidly heal itself."
- Cannot move at all, or be moved by various pushing effects
- Cannot vent toxic gas
- If it cannot attack an enemy on a turn, it will heal instead. This heal is stronger the more hurt it is.
Unless you have overwhelming damage, you will have to run up and fight this variant directly in order kill it. However, as its heal is based on missing health, it may be possible to soften it up with ranged before going in with melee. Additionally it is very easy to navigate around this variant, as its threat range is very small.
DM-205
"After the dwarves began experimenting with magic, there was a brief effort to try and apply some of that knowledge to the existing DM-200 models. The result is the DM-205, a DM-200 retrofitted with magical components that let it shield itself and fire bolts of magical energy."
- Has a shield that regenerates when it cannot melee an enemy.
- Fires magical bolts at range instead of toxic exhaust, can fire more frequently too.
- Magical bolts may inflict a debuff, such as degraded.
A bit of an inversion on how DM-200s currently work. Rather that being weaker at a range, this variant is weaker up close, where it can't fire its magical bolts or charge its shield. Unlike lots of other ranged enemies though, you can't just kite it into a door.
Please vote for as many options as you like, you don't need to vote for just one! I allow multiple votes as it means that a higher proportion of people will end up voting for the winning choice. It also lets me gauge interest and lets polls be a bit more flexible, I might choose to implement the top 2 choices in some polls for example.