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Posted

As I was writing Althior's Prophet post, I realized I would've been completely fine with dropping him as a character and finishing his story. Sadly, I'm just getting on track to getting a game-breaking really nice build. :blush: Get me some Mystril and those Crystal Shoes from Quest #130 and I'd be pretty happy. :laugh:

Posted (edited)

What's a Henry? :grin:

From what I remember reading, you jokingly submit your and others' characters to fictional award categories. For example, this year, Lind's definitely in the running for "Most Likely to Nonchalantly Monologue in a Life or Death Situation.".

It's like a good-spirited version of the Razzies.

Edited by Lind Whisperer
Posted

I figured as much, though I would hope there would be set categories. Not just making something up for yourself. What would be the point of that. Everyone would get something.

Posted

That awkward moment when you're reading old posts and realizing you spent nearly a third of your Heroica career roleplaying this universe's version of Ian Malcolm...and in a weird way, still are. :look:

Posted

That awkward moment when you're reading old posts and realizing you spent nearly a third of your Heroica career roleplaying this universe's version of Ian Malcolm...and in a weird way, still are. :look:

The "ironic commentator inside the story who talks about the action as it takes place"?

Posted

Me neither. :blush:

I'll talk about it when we're done. I'm loving the quest, but feel like maybe there's too much freedom. Its funny, because I think Sandy might be experiencing the same thing playing through 132 - another quest that I'm thoroughly enjoying, but am not totally sure what's going on anymore or where they should be.

What comes to #130, you are slowly working your way towards the climax unintentionally, since gathering influence is the whole point of this quest. Main story elements will fall into place as you explore and spend time in the city, although I do admit there is an excessive amount of fluff. :blush:

For #132, I think I have a pretty good idea now what is the point of the quest, but it seems to me our actions don't really matter - we are slowly being pushed towards the solution, kinda like in my quest.

Posted

I know, the more I look at it the more OP I feel like it is, so I retain the right to nerf it if need be by the end of the quest, but I want to at least see it in combat first and see how it plays! :thumbup: I think I should have limited it so it only carries over to one enemy, and then stops. But, like I said, we have to see how it does first. At least let him torture me with it a little before I try to make it so that the other QMs don't hate me :blush::grin:

Posted

It's in 139 (West). And I don't know. I go back and forth on if it's OP, because I actually doubt there'll be many times when it does go past harming two enemies at the level Guts' is at. So, like I said, we'll just need to test drive it. :thumbup:

Posted

It's in 139 (West). And I don't know. I go back and forth on if it's OP, because I actually doubt there'll be many times when it does go past harming two enemies at the level Guts' is at. So, like I said, we'll just need to test drive it. :thumbup:

It's a situational item. With the right build, it's devastating, but there are certain items that are just like that. :shrug_confused: I'd leave it as is.

Posted (edited)

I'd leave it as is right now. Don't punish SC for having a solid build.

BUT, if anything, I would say extra damage carries over to the next enemy only.

Edited by UsernameMDM
Posted

It's in 139 (West). And I don't know. I go back and forth on if it's OP, because I actually doubt there'll be many times when it does go past harming two enemies at the level Guts' is at. So, like I said, we'll just need to test drive it. :thumbup:

It's powerful, but not overly so. Unless you're a necromancer, that is, but I'm seriously considering changing how Amplified Hit/Spell works, anyway. :tongue:

Posted

It's powerful, but not overly so. Unless you're a necromancer, that is, but I'm seriously considering changing how Amplified Hit/Spell works, anyway. :tongue:

You're welcome. :innocent:

Posted

BUT, if anything, I woulf say extra damage carries over to the next enemy only.

That would be a good clarification. :thumbup:

Sorrow hasn't even raised a single undead yet, at least give him a chance to use the current Critical. :tongue:

I am currently considering changing it so that instead of the amount of undead multiplying WP, the total power of the undead army would be added to the normal power for Amplified Hit/Spell. That way a large army would still greatly boost the necromancer, but not necessarily allow thousands of points of damage to be done anymore. It would allow QMs to keep the enemies' health at a moderate level for the other other players, as well. :tongue:

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