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Posted

Alright, what would CMP and the rest of you think about changing the Witch's Shield-skill "Hex" to "Mass Illusion", that would cause hexed-effect to all enemies as well as gain gold from each of them equal to their level? Would that be too powerful?

I think it would be way too powerful, taking the Witches' other tools into consideration, and while Hex isn't a very impressive Shield, I feel the Witch is powerful enough as it is, having hosted one. IF something needed to be buffed, which I would say not to be really neccesary, make it so Hex grants gold equal to the (targetted) enemy's level.

Posted

That would not only completely undo the entire enemy party in terms of damage output, but I assume they'll also massacre themselves AND let the heroes bludgeon them to death without fear of Damage/Special Damage. I'd say that the targetted enemy is Hexed, and all other enemies have a 1/6 chance of being hexed.

Posted

Just a practical question on the rules (from Q55). We have some encouraged enemies. As for my understanding, a level 8 foe would do 16 damage, for me standing in the back row it would be 8. If I'm wrong please state. I just want to get through the rules :grin:

Posted

Just a practical question on the rules (from Q55). We have some encouraged enemies. As for my understanding, a level 8 foe would do 16 damage, for me standing in the back row it would be 8. If I'm wrong please state. I just want to get through the rules :grin:

Yep, that's right!

Posted (edited)

Yep, that's right!

Thanks... so I guess I should take a potion then so I will hope for the dice roll :look:

Edited by herrJJ
Posted

Magical Illusion, the way it is, is sentinel along with gold gaining along with assured damage to the enemy party. I'm with Scuba, having hosted a witch I personally find them quite balanced and exciting, with (as with every other class in this game) certain advantages and disadvantages.

Posted

The stun nerf is total BS.

When was this changed? I have always seen AND done it that it is the whole round. It is fine. There is litterally no reason to change this. Was this even anounced? Now we have a 10 times harder battle because of a rule change we did not know about. Great....

Posted

The stun nerf is total BS.

When was this changed? I have always seen AND done it that it is the whole round. It is fine. There is litterally no reason to change this. Was this even anounced? Now we have a 10 times harder battle because of a rule change we did not know about. Great....

In a nutshell the stun nerf was to balance sorcerers, whose shield is basically a more powerful guardian angel that reaps gold.

Posted

The stun nerf is total BS.

When was this changed? I have always seen AND done it that it is the whole round. It is fine. There is litterally no reason to change this. Was this even anounced? Now we have a 10 times harder battle because of a rule change we did not know about. Great....

Actually, the description of the stunned-effect was clarified, and not just because of Sorcerers. The effect costs one turn for a hero to recover from, why should it be more detrimental to an enemy? And the very fact that different QMs hosted it differently proved that a clarification was in order. Originally turns and rounds were quite synonymous, but nowadays it makes all the difference whether you're talking about a turn or the whole round (as you yourself said).

And a newsflash: the battles are supposed to be hard, or at least challenging. Why else would we even play this game? :grin:

Posted

The enemy's don't have turns. So if something says: Stuns for a turn or a round. How it is now is not the logical way. I hosted it that way, and that is the only way I have seen it being done as well. I'm of course fine with the change, but I did not know that, and it wasn't something obvious, and I was frankly unaware of the change. (I think also we had stuns earlier in the quest that did not work that way). If I was aware of this being the case, the battle order would have been differently, which would considerably have changed this round's outcome. Fact is we are now facing a nearly unwinnable battle, with half the party jinxed.

Posted

I think it would be way too powerful, taking the Witches' other tools into consideration, and while Hex isn't a very impressive Shield, I feel the Witch is powerful enough as it is, having hosted one. IF something needed to be buffed, which I would say not to be really neccesary, make it so Hex grants gold equal to the (targetted) enemy's level.

Yes, I suppose it would be too powerful. Which option of the following is preferred?

1. Keep the Witch's Shield-skill as it is.

2. Change it so that hexed-effect applies to all enemies.

3. Change it so that the hexed enemy also gives gold equal to its level.

4. Change it so that all enemies have 1/2 chance of being hexed, and all enemies successfully hexed give gold equal to their level.

Posted
I'm of course fine with the change, but I did not know that, and it wasn't something obvious, and I was frankly unaware of the change. (I think also we had stuns earlier in the quest that did not work that way).

I might have hosted it differently sometime in the past as well, I can't really remember, but the clarified effects on enemies are now listed in the FAQ, and as such are the norms.

I'm sorry if the changes/clarifications cause confusion and irritation, but in most cases I have a solid reason for doing them (and sometimes I'm just caught up in a creative craze :grin: ).

Posted

I'd say the gold thing would be nice for it. They are rogues after all. Maybe instead of all enemies and making the QMs roll more dice, bump it up to two guaranteed enemies.

I was looking at the effects page and I noticed something, Zepher. Jinxed shouldn't have a timer on it.

Posted

Right you are! Most effects along those lines have a timer (and CMP clearly designed the item under the impression that it would have a timer) so I forgot, but looks like you're correct! :thumbup:

Posted

Right you are! Most effects along those lines have a timer (and CMP clearly designed the item under the impression that it would have a timer) so I forgot, but looks like you're correct! :thumbup:

He probably didn't assume one strike would jinx all the enemies and that the wearer would attack a different target the next third round. The combo with the whip is what breaks it.

Posted (edited)

Yes, I suppose it would be too powerful. Which option of the following is preferred?

1. Keep the Witch's Shield-skill as it is.

2. Change it so that hexed-effect applies to all enemies.

3. Change it so that the hexed enemy also gives gold equal to its level.

4. Change it so that all enemies have 1/2 chance of being hexed, and all enemies successfully hexed give gold equal to their level.

4 definitely! After all, It puts witch's shield on par with Raider and assassin!

Quest 42.. Move on!!

Edited by Skyrimguy
Posted

I agree with option 3 for the witch buff. :thumbup:

4 definitely! After all, It puts witch's shield on par with Raider and assassin!

I think the witch is powerful enough that it doesn't need a Shield skill on the same level as the other ACs. It can poison, special mirror, and heal, whereas raider and assassin are nowhere near as versatile.

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