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Posted

In the Wikia it says that alchemists gain gold equal to their level, not their level and the amount of items in their inventory. I wonder which one is the right version...

Cannoneers could just have the ability to craft bombs whenever they please or with each hit (having a chart of possible crafted bombs). They could also have the ability to freely combine bombs at will.

By the way, I think the Money Maker trait is UP... make it earn gold multiplied by the amount of items in inventory! :cry2:

Posted

I believe Zepher makes some excellent points. The whole issue of ether base classes is the classic Linear Warriors, Quadratic Wizards bit. In other RPG's more powerful spells are often associated with higher ether/spell slots/recharge time costs, in Heroica however, damage output doesn't correlate to cost. A 6 damage spell costs the same as a 60 damage spell, so long term ether base classes end up being just as effective if not more so than normally ranged based classes and this is primarily due to the simplistic nature of Heroica RPG. On the subject of Cannoneer, it simply is outclassed by Archmages when it comes to damage output, I think giving it a similar crafting ability to Alchemists would be a great idea. :shrug_confused:

Posted

In the Wikia it says that alchemists gain gold equal to their level, not their level and the amount of items in their inventory. I wonder which one is the right version...

By the way, I think the Money Maker trait is UP... make it earn gold multiplied by the amount of items in inventory! :cry2:

Sorry, Guts/Hybros, but I think that this would probably be the best way to handle Chris...Crys...the 4 roll. :blush:

I also agree that Money Maker is a little underwhelming--maybe make it equal to the user's level?

Posted

Sorry, Guts/Hybros, but I think that this would probably be the best way to handle Chris...Crys...the 4 roll. :blush:

But then it's just as boring as the next money-making class. I mean, I'm all for balance and the miss roll is very easily exploitable, so yes, it should probably be changed (read, nerfed), but I'm sure we can all think of a better way of doing this, right?

The Alchemist discount is essentially a big money-maker or saver rather, so I'm not totally convinced it NEEDS a money making ability, but I think to expect a cool 4 roll in the stead of it would not be unreasonable.

Posted

But then it's just as boring as the next money-making class. I mean, I'm all for balance and the miss roll is very easily exploitable, so yes, it should probably be changed (read, nerfed), but I'm sure we can all think of a better way of doing this, right?

Alchemists aren't a "money-making class" they are a consumable making one. The money is just there for extra flavor.

Posted

Alchemists aren't a "money-making class" they are a consumable making one. The money is just there for extra flavor.

5000 coins worth of flavor, yeah. :laugh:

Posted

:laugh: :laugh: :laugh:

Guts got 5,000+ gold in the last FoG run Cutcobra. He then turned around and purchased 1,000 potions. Wonder why...

How else is he going to become king? :laugh:

Posted

Maybe it's a bit too much flavor...

Anyways, about Ministrels (and also Harlots) the fact that ministrels can make all enemies asleep at anytime when a Harlot only has a 1/12 chance to do it is a bit, how you say, "OP".

Posted

Isn't the answer obvious, folks? It's so simple and easy and not complicated at all! Not the least bit complicated!

Heroes can only carry X number of items on their person. X scales with level. Beyond that you must hire a mule (or mules) to lug your things around for you, though they'll still count as being in your inventory. Each additional mule costs more. Mules have upkeep that scales with the number of mules you have tailing you. Having too many mules can complicate things like traveling on a boat. Maybe you'll have to rent another boat to sail alongside, say, the Magpie! Ideally, each mule could carry enough items, when fully loaded, to support itself and a profit margin for the Alchemist.

In order for someone like Guts to maintain such a giant profit margin, they would have to literally reside as king over a nation of mules :grin:

/sarcasm

Perhaps this is more suited to general. Oh well, heh

Posted

But then it's just as boring as the next money-making class. I mean, I'm all for balance and the miss roll is very easily exploitable, so yes, it should probably be changed (read, nerfed), but I'm sure we can all think of a better way of doing this, right?

The Alchemist discount is essentially a big money-maker or saver rather, so I'm not totally convinced it NEEDS a money making ability, but I think to expect a cool 4 roll in the stead of it would not be unreasonable.

Alchemists aren't a "money-making class" they are a consumable making one. The money is just there for extra flavor.

Both of these things! :thumbup: I'm not for an all out nerf, exactly, but at the same time Alchemist isn't about gold. I think the discount still makes it an affordable class, and absolutely they should get a good 4 roll in replacement. :thumbup: Not trying to make it a "worse" class, just a more "give and take" class.

Posted

I have to say that I do very much like the idea of the number of items in their inventory being beneficial to them in some way. I don't really have too much of an opinion on this, but I do like how Guts breaks every class he enters. :laugh:

Posted

Perhaps the alchemist's ego prohibits them from buying the items of others because they ar einferior to what they themselves can create? But that eliminates their discount entirely.

Posted

I'll think of a solution to Chrysopoeia and the other issues with the classes in a few days. Alongside Alchemist, I'm going to make some adjustments to Cannoneer, Dragoon, Druid, Minstrel and Weather Mage, at least.

You've all given very good suggestions, so I think I can find solutions that most can agree to. :thumbup:

Posted

Heroes can only carry X number of items on their person. X scales with level. Beyond that you must hire a mule (or mules) to lug your things around for you, though they'll still count as being in your inventory. Each additional mule costs more. Mules have upkeep that scales with the number of mules you have tailing you. Having too many mules can complicate things like traveling on a boat. Maybe you'll have to rent another boat to sail alongside, say, the Magpie! Ideally, each mule could carry enough items, when fully loaded, to support itself and a profit margin for the Alchemist.

Would the boat count as an item in your inventory?

Posted

No inventory rationing/limits please. Just more for everyone to keep up with.

UNLESS we can do inventory upgrades (IE 3 potions = 1 grand potions), but that might not translate to everything.

Posted

Another suggestion for Alchemist is that the Chrysopeia roll consumes one/some random consumable/s from the Alchemist's inventory.

The number of consumables consumed could be based on the amount of gold generated? Say, destroys one consumable for every 100 gold, or something.

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