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Posted

I'll be in transit tomorrow and on vacation for the next week. I have been assured that I will have wifi... but there is always the slim chance that I have been lied to. If that is the case, we will resume my two solo quests next Sunday. I HIGHLY doubt that will be the case, just warning you all as a precaution.

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Posted

I don't know if I should ask, and perhaps I'm really dumb in not seeing it, but I have seen no clue whatsoever as to who the real death progg is. Any chance that there is none and we just have to guess or that you accidentally failed to put one?" :look::blush:

Posted

I don't know if I should ask, and perhaps I'm really dumb in not seeing it, but I have seen no clue whatsoever as to who the real death progg is. Any chance that there is none and we just have to guess or that you accidentally failed to put one?" :look::blush:

:wall: ugh. I knew the change I had to make, but forgot to type it.

It's up now.

Posted

As an outsider who has been following 36 very closely, I still can't see the clue, Endgame.

I assure you it is there now.

I also assure you that this isn't even the hardest one yet.

Posted

Yeah, it's there. It's fun trying to find them, though a bit out of place in a battle. :laugh:

I didn't want the battle to revert just dogpiling one enemy when his minions were gone :classic: Thus, I threw in constant foreshadowing about the DP's... talents. :tongue:

Posted

I didn't want the battle to revert just dogpiling one enemy when his minions were gone :classic:

That's why you give that one enemy a Special that spawns more minions. :wink::laugh:

Posted

That's why you give that one enemy a Special that spawns more minions. :wink::laugh:

"My entire clan is dead! It's YOUR fault! Here, just let me summon 2 more guards..."

:tongue:

Posted

I'm actually beginning to have hope that we can win this. Let's hope the die doesn't turn against us.

Do hastened and encouraged effects remain if a hero has been KO'ed and then revived with a Phoenix Essence?

Posted

I'm actually beginning to have hope that we can win this. Let's hope the die doesn't turn against us.

Do hastened and encouraged effects remain if a hero has been KO'ed and then revived with a Phoenix Essence?

No, I don't think so. :sad:

Posted

Regarding Quest #30: Does Cronk's "Guardian Angel" protect all the heroes or only the ones in the room he is in? I'm sure he's gotten a "Guardian Angel" roll before, but I can't recall the outcome.

Posted (edited)

I believe that's the way it works, protecting only those in the same room.

Edited by CallMePie
Posted

Regarding Quest #30: Does Cronk's "Guardian Angel" protect all the heroes or only the ones in the room he is in? I'm sure he's gotten a "Guardian Angel" roll before, but I can't recall the outcome.

Just his room. The same goes for all positive and negative effects caused by both heroes and enemies.

Posted

There's a similar problem with the Mystic Knight Shield - it's like a Magic Burst that might not hit all enemies. The only advantage is if there's less enemies than the number you roll.

Looking at the class again, it appears you're right. While basic classes can be advantageous to ACs, ECs, and even MCs in certain situations, I don't think the shields should be stronger.

Perhaps this is overpowered, but here's my suggestion for the Mystic Knight shield: attack each enemy one to six times with level only, determined by die roll for each. For example, four enemies exist, a level 15 Mystic Knight rolls a shield and four dice are rolled. The rolls are 1, 2, 3, and 4, so Enemy A receives 15 damage, Enemy B 30, Enemy C 45, and Enemy D 60. This would be random elemental damage, of course.

I personally like the Battle Mage's shield and think it's fitting to the class (and different from Battle Frenzy and Magic Burst), but of course I can't speak for its usefulness. Like CallMePie said, perhaps a higher multiplier, and maybe change the "random" elemental to whichever element the player originally chose.

Posted

I love your Mystic Knight idea, JimB. :thumbup: Since it's with level only and with random elements, I don't think it's all that overpowered.

Posted

A hearty welcome to the game, Raven Brickroft! And nice to see you're still sporting your Paradisa Mafia avatar. :grin:

Do hastened and encouraged effects remain if a hero has been KO'ed and then revived with a Phoenix Essence?

Hmm, do we have an earlier ruling about this? I don't think so, but looking back on old quests it seems that I personally have kept effects on people who have been knocked out... However, the simplest solution would be that once the player is knocked out, all other effects vanish (unless they're permanent). Does the jury agree with this?

Looking at the class again, it appears you're right. While basic classes can be advantageous to ACs, ECs, and even MCs in certain situations, I don't think the shields should be stronger.

Perhaps this is overpowered, but here's my suggestion for the Mystic Knight shield: attack each enemy one to six times with level only, determined by die roll for each. For example, four enemies exist, a level 15 Mystic Knight rolls a shield and four dice are rolled. The rolls are 1, 2, 3, and 4, so Enemy A receives 15 damage, Enemy B 30, Enemy C 45, and Enemy D 60. This would be random elemental damage, of course.

I personally like the Battle Mage's shield and think it's fitting to the class (and different from Battle Frenzy and Magic Burst), but of course I can't speak for its usefulness. Like CallMePie said, perhaps a higher multiplier, and maybe change the "random" elemental to whichever element the player originally chose.

Great idea for the Mystic Knight, and certainly one to consider. Sorry I didn't catch these weaknesses before...

However, I've been pondering on the option of changing the "random element" ruling of the SHIELD-skills of Mages, Battle Mages, Sages and Mystic Knights so that IF they have chosen to use an elemental spell in the turn that they roll a SHIELD, the chosen element is used. If they have chosen to use another action, the element would be random. Would this fix the inherent problem with all these skills, without having to change them any further? What say you?

Posted

The problem is that the Battle Mage/Mystic Knight Shields are very potentially weaker than the normal Mage's, so I don't think changing them all to that would make much of a difference, balance-wise. Maybe for Advanced Classes up this edit could be made?

Posted

The problem is that the Battle Mage/Mystic Knight Shields are very potentially weaker than the normal Mage's, so I don't think changing them all to that would make much of a difference, balance-wise. Maybe for Advanced Classes up this edit could be made?

This is a very good idea. It would effectively add the omph of that extra multiplier,and would make sense story-wise if the mages learned to focus enough to be able to pick the elements, like Pandora said.

Posted

This is a very good idea. It would effectively add the omph of that extra multiplier,and would make sense story-wise if the mages learned to focus enough to be able to pick the elements, like Pandora said.

That sounds like a sensical solution to me, too. :thumbup:

In other news, get prepared for a whole bunch of new quests appearing on the Quest Board at Heroica Hall today, in continuation to our anniversary celebrations.

After that, in a few days the Training Room will be updated with the finalized Expert and Master job classes. Here's a few new pictures to whet your appetite:

heroica-mime.jpg

heroica-paragon.jpg

heroica-prophet.jpg

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