PsyKater Posted October 6, 2013 Posted October 6, 2013 Other suggestion: Change it to reroll when DAMAGE or SPECIAL DAMAGE is rolled (Or only the latter). Quote
Scorpiox Posted October 6, 2013 Posted October 6, 2013 At the very least, nostrums shouldn't be so easily accessible. I rush into the marketplace and practically raid Portia's Potion Shack, buying: -10 Meads -10 Smelling Salts -10 Nostrums Really? You're going to panic-buy all of the consumables in case they are removed? Quote
PsyKater Posted October 6, 2013 Posted October 6, 2013 (edited) I was tempted as well. Taught by Lego resellers. Edited October 6, 2013 by PsyKater Quote
Endgame Posted October 6, 2013 Posted October 6, 2013 Really? You're going to panic-buy all of the consumables in case they are removed? That's my normal order, actually - this discussion just reminded me "Wait, I haven't made a marke tplace trip yet!" I call it the "McRib effect". Quote
Flipz Posted October 6, 2013 Posted October 6, 2013 At the very least, nostrums shouldn't be so easily accessible. Really? You're going to panic-buy all of the consumables in case they are removed? "And as it turns out, Sorrow's shopping spree depleted Portia's last supply of consumables in Eubric. Ever! Dejected, she and he shack left Eubric in shame, never to be seen again..." Quote
swils Posted October 6, 2013 Posted October 6, 2013 @JimB, but you've immunized yourself to cursed, it's hardly a draw back (and being a rogue class, the cost of doing so was hardly prohibitive). The fact that it's a 'pretty rare type of artifact' isn't the issue. It grants permanent haste and that's exactly the issue you're trying to address in your suggestion. Really? You're going to panic-buy all of the consumables in case they are removed? I've had a similar post ready to go since last night. I'm contemplating whether to just post it now or see how Sandy's feeling after giving it some more thought. Quote
Endgame Posted October 6, 2013 Posted October 6, 2013 "And as it turns out, Sorrow's shopping spree depleted Portia's last supply of consumables in Eubric. Ever! Dejected, she and he shack left Eubric in shame, never to be seen again..." Success! I am now the bane of every rogue. Quote
JimBee Posted October 6, 2013 Posted October 6, 2013 @JimB, but you've immunized yourself to cursed, it's hardly a draw back (and being a rogue class, the cost of doing so was hardly prohibitive). The fact that it's a 'pretty rare type of artifact' isn't the issue. It grants permanent haste and that's exactly the issue you're trying to address in your suggestion. Taking up an artifact slot to do so. My argument is not against the unique drops (except the Lucky Dice, which we've determined were overpowered). It's one perk that I was lucky enough to get, and the same could be said about plenty of heroes. The problem lies in heroes being able to buff themselves with every beneficial effect so easily, forcing QMs to make enemies more difficult which leaves weaker heroes with less income more vulnerable. Being permanently Hastened is one thing, being able to be permanently Lucky, Encouraged, Hastened, Inspired, and Reinforced as long as there are drinks so easily available is another. Quote
CMP Posted October 6, 2013 Posted October 6, 2013 I think a minor price increase would help. Nostrums should be the most expensive, in my opinion. But I don't think dropping them entirely from the Marketplace is a good idea. Quote
Endgame Posted October 6, 2013 Posted October 6, 2013 I would be fully behind a price increase, Nostrums getting dropped would still be okay, full removal seems way too overkill. Quote
swils Posted October 6, 2013 Posted October 6, 2013 Taking up an artifact slot to do so. My argument is not against the unique drops (except the Lucky Dice, which we've determined were overpowered). It's one perk that I was lucky enough to get, and the same could be said about plenty of heroes. The problem lies in heroes being able to buff themselves with every beneficial effect so easily, forcing QMs to make enemies more difficult which leaves weaker heroes with less income more vulnerable. Being permanently Hastened is one thing, being able to be permanently Lucky, Encouraged, Hastened, Inspired, and Reinforced as long as there are drinks so easily available is another. I guess I just don't understand how 'hero being permanently buffed with X effect' is somehow not part of the 'heroes are too easily able to buff up with positive effects' problem. Yes, sure, you had to give up an artifact slot to cancel the effect... but that's such a little cost. I don't think you should be able to trivialize the intended downside of your perma-Haste artifact so easily. I don't think anyone should. It's the balancing factor that the item was designed with. I'd argue that you shouldn't be able to immunize yourself against an inherent effect of an item you're carrying. I prefer the idea of limiting the number of positive effects a player can have, or perhaps some exclusion. Mead OR Soma: Extra damage or healing over time? Salts OR Nostrum: Two rolls or one reroll? Wine OR Ambrosia: Extra health or less damage taken? Quote
Rumble Strike Posted October 6, 2013 Posted October 6, 2013 I do like Etzel's idea. Limiting it to one or two positive effects then gives an element of strategy as to which consumables are taken. Quote
swils Posted October 6, 2013 Posted October 6, 2013 Slight revision to previous idea: Two positive effect slots: Offensive and Defensive. Each hero can only have one effect active in each slot. Effects from items would count towards filling each slot. As new effects are created/introduced, they should be classified as one or the other. Special consideration might have to be made for classes that have shield rolls that buff their party. Offensive: Mead, Salts, Nostrum Defensive: Wine, Ambrosia, Soma A squishy class might opt for Wine's doubled health as a cushion against attacks while a tank with higher SP might find the Ambrosia more useful. A beefy enemy with strong defenses would be a good target for a mead buffed hero, while a nostrum-buffed hero could keep the baddie with the nasty AoE special busy at less risk of rolling SD. In a horde type situation, salts would be the go-to choice for limiting free hits and an attrition battle might call for lots of Soma use to take some burden off of the healer's ether pool. Quote
CMP Posted October 6, 2013 Posted October 6, 2013 That's actually a pretty interesting idea, swils. Quote
Endgame Posted October 6, 2013 Posted October 6, 2013 We're overcomplicating the system. I'm typically regarded as the calculator of the QMs, and even that just looks plain over the top. Quote
swils Posted October 6, 2013 Posted October 6, 2013 We're overcomplicating the system. I'm typically regarded as the calculator of the QMs, and even that just looks plain over the top. Quite the opposite! Now you won't have to worry about Hero A taking two actions, each action requiring two rolls, and then calculating the doubled power of any successful attacks! Quote
CMP Posted October 6, 2013 Posted October 6, 2013 We're overcomplicating the system. I'm typically regarded as the calculator of the QMs, and even that just looks plain over the top. I disagree. You just divide positive effects into offensive and defensive, and limit heroes to having only one of each. What's complicated about it? Quote
Endgame Posted October 6, 2013 Posted October 6, 2013 Remembering which are seperated into which and then remembering to not allow them to stack (Even though I believe that Meads/Smelling Salts/Nostrums were meant to work in conjunction.) Also, what does Transcended fall into? Or Trial? There are gray areas. Quote
CMP Posted October 6, 2013 Posted October 6, 2013 Remembering which are seperated into which and then remembering to not allow them to stack (Even though I believe that Meads/Smelling Salts/Nostrums were meant to work in conjunction.) Also, what does Transcended fall into? Or Trial? There are gray areas. It's pretty straightforward. The ones that make the hero deal more damage are offensive. The others are defensive, which would include Transcended. Trial isn't a positive effect. If it is, then it'd be your call. There'd be a certain amount left up to QM interpretation like that, but it would balance things a lot more easily. Alternatively just re-label defensive as 'support'. Quote
Myrddyn Posted October 6, 2013 Posted October 6, 2013 Transcended: Defensive, as it restores stuff. Trial: Not a positive effect, as it give no advantage during battle. (the advantage comes after the battle). I like it, though I reckon you'd have to do something about Berserkers 'Sheild' roll. Quote
swils Posted October 6, 2013 Posted October 6, 2013 Transcended is restorative, so I'd put it under defensive. I know that the buffs were meant to be used in conjunction, but like many things, the times have changed. I doubt it was ever intended for some heroes to be almost constantly under the effect of all three (not to mention other effects), rather a rare scenario where a hero might dig deep into their pouch and really pull out the big guns for a really tough fight. I like it, though I reckon you'd have to do something about Berserkers 'Sheild' roll. Aye, I made note of that in my revised post. Some considerations would have to be made for roll-granted effects, but I'm not sure how to approach that. Quote
CMP Posted October 6, 2013 Posted October 6, 2013 I like it, though I reckon you'd have to do something about Berserkers 'Sheild' roll. Could just change 'if all heroes are already encouraged' to 'if all heroes already have an offensive positive effect'. Quote
Endgame Posted October 6, 2013 Posted October 6, 2013 Ether is the thing that feuls attacks though, and thus transcended "helps" attacking - wouldn't that put it under Offensive just as much as Nostrum, since Lucky also helps with healing and the like? See, I don't like having to sort things into categories like this. It's not how they were really ever intended to be sorted. Quote
CMP Posted October 6, 2013 Posted October 6, 2013 See, I don't like having to sort things into categories like this. It's not how they were really ever intended to be sorted. That's irrelevant if it would be better this way. Re-balancing stuff has changed a ton of stuff that was never intended to work as it does now. You're thinking too far ahead as in what a hero could apply these effects to. The point is that Transcended is not an active threat, while a Lucky enemy or hero most certainly is. Quote
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