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Posted

Wait, seriously? I thought it was a roundly occurrence! In that case, couldn't Sorrow just keep shooting and have himself get healed every single time he rolls Damage or worse twice?

I believe so. There's no fancy passive special ( :tongue: ), it's just Special skills rather than free hits.

Aureole, the Solar Demon

*Immune to all effects and sudden death* *Cannot be targeted*

Type: Demon/Holy

Level: 45

Health: 2052/2216

Special I:
Sacrifice To the Sun
– Drains 10 health from Professor Pleiades Polaris to itself.

Special II:
Scathing Sanctity
– Deals 45 light-elemental damage to all opponents and forces them to unequip all artefacts. Used if Professor Polaris is killed.

Drops: Unholy Parasol (Grants immunity to light, stunned, blinded, sealed and blessed; accessory), 50 gold

Note: Has enchained Pleiades Polaris, professor of astronomy and cartography
(Health: 86/100)
.
Cannot be targeted until all the planets are defeated.
AoE-attacks will hit Professor Polaris as well until she is killed.
Uses a Special Skill as a Free Hit.

We could. If Sorrow critical hits with each attack, we'll be finished in 7 turns. I don't want to do more maths, but it seems likely it wouldn't go that quick, and there would be some damage taken in there, but I guess that would work.

I still want Erik to attack at least once, though. About 2/6 chance of healing everyone to full versus 1/36 chance of the prof. being drained, and if he rolls damage it'll get healed at the end by his boots anyway.

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Posted

No, Phoenix Essence revives one person with full health, Cosmic Essence revives one person with full health, ether, and the blessed effect, and Phoenix Incense revives the entire section.

Oh dear... :oh:

Posted (edited)

I'm not very impressed with this Quest 90 final battle. The mechanics make little sense and make in my opinion an extremely poor ending for an otherwise excellent quest (CMP's Quest 89). I'll say more when the quests are over.

Edited by Scubacarrot
Posted

To be clear, I'm not saying nstickney was being malevolent nor inactive.

:def_shrug: I'm with Flipz on this one. It's not just one simple error on nstickney's part (nor do I blame him, mistakes happen)

That's the key point there, I think, and why it makes me so upset.

Guys, just want to say I know I blew it and I'm sorry. :cry_sad:

Posted

Guys, just want to say I know I blew it and I'm sorry. :cry_sad:

No, mistakes happen. Maybe it was a lack if attention, but like I said it was more of the many cases of a lack of investment on many people's parts than any single instance.

Posted

But long battles make the game a chore. They really do. They REALLY really do. Because player interaction is what this game thrives on, not ingenious boss fights that encourage me to post "Repeat" or "I do as the party leader says"

those things get boring really fast. I know nothing about being a Qm but I'd say that having low health high level enemies might be the way to go.

Believe it or not, it's really easy to roleplay an action. ;)

Posted

Believe it or not. I spend most of my spare time refreshing the sub-forum page and waiting for something to happen. But long battles make the game a chore. They really do. They REALLY really do. Because player interaction is what this game thrives on, not ingenious boss fights that encourage me to post "Repeat" or "I do as the party leader says"

those things get boring really fast. I know nothing about being a Qm but I'd say that having low health high level enemies might be the way to go.

This depends on the player. Some players really get into the strategy side of battles and long battles offer them that. To them, role-playing can be as much a chore as fighting is perhaps for you. Heroica thrives because it is made up of a varied player base who derive enjoyment from different aspects of the game and work together to accomplish goals. No play-style is greater or inherently better than any other. :classic:
Posted

I'm not very impressed with this Quest 90 final battle. The mechanics make little sense and make in my opinion an extremely poor ending for an otherwise excellent quest (CMP's Quest 89). I'll say more when the quests are over.

I don't understand what doesn't make sense about the mechanics, we are up against tough enemies and we got bad rolls. :def_shrug:

Posted

Yeah, if we haven't explained anything properly, just say the word. The horse thing was on us, it was used extensively during Quest 88, but not during the others. :blush:

Posted

We didn't get bad rolls, we can deal with bad rolls. The mechanics are bad. You can't expect 24 hours to be a sufficient time to collaborately come up with a good battle plan with people all around the world on an easter weekend. And then reinforcing those rules? That's just another way for trying to get one of the "possible" endings. I think it's very clear which ending the Qms want to see, given how much easier it is to achieve than the others. The horses weren't explained, the row thing was not clear at all. The npc we have does not do what we want for no reason, and when I give a good suggestion that ends the horses (or actually, should have ended the horses if the QMs did as it would seem.), they instead decide to go with the mistake of the controller of the npc. The logical thing to do would be to give some leeway and go with the party leader's strategically smart suggestion.

It's frustrating, as the whole situation is. Is it even possible to get an ending other than the neutral ending unless there's some major screw-ups in the battle? No. Not really. But hey, those screw-ups happen, apparantly. It makes me tired of the quest, and that is a shame. It also makes very cynical about my own quest where I am coincidentally hosting all three QMs, where in my opinion I have been extremely lenient with certain things. Rant over. Go on then.

Posted

If we didn't have a strict time frame for running the rounds this battle would take forever. 24 hours should be plenty of time to come up with a decent plan. It's not like everyone is going to pitch it with an idea of their own anyway. The plan you had was perfect, and all the horses would've been dead (which is why I thought you guys knew it was hits in the first place) if it wasn't for the Fire Bomb thing. It's obvious which ending we're pushing because it's the only ending in which the heroes actually win the battle. :wacko: All the other ones would require you all get knocked out. I don't know what's unclear about the rows, I specified how they worked in the very first post explaining the mechanics. We might've gone with your suggestion, but the order for Glup came after it, and it seemed wrong that someone can just assume control over whoever when it's convenient for the battle, regardless of what the person controlling the character specified.

Posted (edited)

Then don't give the illusion of having different endings. Don't have us pick sides if it's not going to matter. :sceptic: In my opinion, it does not make sense to have the heroes work for the orcs the whole time, even going as far as to march to war with them, and then be stopped at the bridge by Nerwen and some king who was apparantly a dick to everyone and have them be okay with changing their goals from payback against the High Kingdoms to protecting the bridge that was badly made and hasn't done anyone any good nor will it probably, from two armies including the ones that five minutes ago were their allies.

Edited by Scubacarrot
Posted

Then don't give the illusion of having different endings. Don't have us pick sides if it's not going to matter. :sceptic:

There are different endings, accounting for sides, but every one of them only occurs if the heroes are overrun. Almost every hero sided with the orcs. If we didn't have the heroes caught in this situation and having to fight off both armies, the battle would just end with a cutscene. :laugh:

It's not like the heroes are just along for the ride, though. It doesn't quite end with this battle.

Posted

Almost every hero sided with the orcs because we had to make a blind choice before we understood what was in play.

My guess is, if you ran it again with a neutral option on the table, that's what most would plump for.

No one made a good case that the whole of high kingdoms needed to be burnt to the ground, but that's on players, not QMs.

Are you suggesting that it should have come down to PC vs PC combat? Or does having heroicans stand on the bridge not letting orcs (or kingdoms for that matter) cross actually provide a good reason for protecting a bridge from vengeance blinded allies?

Posted

Almost every hero sided with the orcs because we had to make a blind choice before we understood what was in play.

My guess is, if you ran it again with a neutral option on the table, that's what most would plump for.

No one made a good case that the whole of high kingdoms needed to be burnt to the ground, but that's on players, not QMs.

Are you suggesting that it should have come down to PC vs PC combat? Or does having heroicans stand on the bridge not letting orcs (or kingdoms for that matter) cross actually provide a good reason for protecting a bridge from vengeance blinded allies?

It was restated several times that it only determined who would you win with. Nothing else. There's no neutral option because that would be needlessly limiting your win condition to the best one. We did it this way to prevent the obvious unbalanced PvP fight. Rather than fight eachother, you're fighting eachother's sides.

Posted

Believe it or not. I spend most of my spare time refreshing the sub-forum page and waiting for something to happen. But long battles make the game a chore. They really do. They REALLY really do. Because player interaction is what this game thrives on, not ingenious boss fights that encourage me to post "Repeat" or "I do as the party leader says"

those things get boring really fast. I know nothing about being a Qm but I'd say that having low health high level enemies might be the way to go.

Battles are actually some of the best times for player interaction. That is when heroes have to make choices, let their comrades remain wounded, pick them up, help them, deny them help to continue attacking your target... Roleplaying being wounded and roleplaying being with the wounded can actually bring out a lot in a character, if you want to. Don't force your posts to only revolve around the battle - maybe chat up a hero and talk about what this battle reminds you of, or roleplay licking the blood off your teeth and pressing onward. Allow battles to bring out the roleplay.

Posted

Battles are actually some of the best times for player interaction. That is when heroes have to make choices, let their comrades remain wounded, pick them up, help them, deny them help to continue attacking your target... Roleplaying being wounded and roleplaying being with the wounded can actually bring out a lot in a character, if you want to. Don't force your posts to only revolve around the battle - maybe chat up a hero and talk about what this battle reminds you of, or roleplay licking the blood off your teeth and pressing onward. Allow battles to bring out the roleplay.

I hate tooting my own horn, I tend to have Karie react to getting damaged, whether it being stuck with two arrows or being poisoned or being stabbed with her own sword. :poke:

Posted

I'm actually working on an upgraded version of octavyn's gimmick. Same passive, but the weapon's special effects are turned back on the hero as well. :devil: So if you have a SP-piercing, fragilifying, Poison 20 sword, well...

Posted

I love my class. It has what has to be one of the most satisfying SHIELD rolls ever. :sweet:

Oh, by the way, this thought came to me a few days back but I forgot to voice it:

Should we replace Smoke Bombs in the Marketplace with Feathers of Flight? Not only does it make less sense to me that a powerful consumable item that can allow the whole party to flee is available quite cheaply while a weaker single-person version is virtually unheard of, but Feathers of Flight are also less inherently usable for griefing purposes (losing one character from a fight due to Feather of Flight is bad, but that same character can force the whole party to flee with a Smoke Bomb--even when they're just a Round or two from victory--which is much worse). At the very least, I'd like to see Smoke Bombs raised in price a little, so that they're outside the price range of first timers.

Posted

Should we replace Smoke Bombs in the Marketplace with Feathers of Flight? Not only does it make less sense to me that a powerful consumable item that can allow the whole party to flee is available quite cheaply while a weaker single-person version is virtually unheard of, but Feathers of Flight are also less inherently usable for griefing purposes (losing one character from a fight due to Feather of Flight is bad, but that same character can force the whole party to flee with a Smoke Bomb--even when they're just a Round or two from victory--which is much worse). At the very least, I'd like to see Smoke Bombs raised in price a little, so that they're outside the price range of first timers.

A Smoke Bomb doesn't force a hero to flee.

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