Pyrovisionary Posted November 7, 2013 Posted November 7, 2013 Thanks to the new bombs, shouldn't the alchemist class be buffed? Quote
Flipz Posted November 7, 2013 Posted November 7, 2013 Maybe slightly, but for the most part it's still good. Alchemist was never really about bomb-making, anyway--the items it creates are FAR more useful and FAR more valuable. Cannoneer should be buffed to be able to create any type of bomb, however. If it has a chance of creating Military Grade bombs and Party Bombs and the like, then it'll look a LOT better than it does now. Quote
Kintobor Posted November 7, 2013 Posted November 7, 2013 You really like my party bombs, don't you Flipz? You should get on my next quest, I'm dropping a lot of them. Sign ups start tomorrow, and I don't mind delaying them if you want on Quote
Pyrovisionary Posted November 7, 2013 Posted November 7, 2013 I mean the bombs should be slightly buffed. So that bombs created by an alchemist/bombardier are the best, rather than second best. I say we maybe up the best bomb to 150 damage or something, that's all. Quote
Kintobor Posted November 7, 2013 Posted November 7, 2013 I mean the bombs should be slightly buffed. So that bombs created by an alchemist/bombardier are the best, rather than second best. I say we maybe up the best bomb to 150 damage or something, that's all. As a drop, maybe, but I don't think bombs need that big of a buff. I do agree though that Cannoneer is the weakest of the Expert classes in terms of benefits. Bombs cost a bit, and they've become non-existant and pointless as drops to heroes due to how little damage they do compared to a mages spell casting. I think if not a buff to bombs, create a list of what bombs a Cannoneer can make. As well, add the damage or the effect of what type of bomb a Cannoneer inserts into his or her handcannon to their attack. It's almost pointless for a Cannoneer to go looking for exotic bombs if the damage or the effect doesn't apply to the cannon. Quote
JimBee Posted November 7, 2013 Posted November 7, 2013 I would totally be for a buff on Cannoneer to include those 10- and 100-damage dealing bombs. Maybe "Craft Bomb" could include a chance for those, something like 3/6 for regular bombs, 2/6 for Military Grade, and 1/6 for the 100-damage ones? Quote
swils Posted November 8, 2013 Posted November 8, 2013 I would totally be for a buff on Cannoneer to include those 10- and 100-damage dealing bombs. Maybe "Craft Bomb" could include a chance for those, something like 3/6 for regular bombs, 2/6 for Military Grade, and 1/6 for the 100-damage ones? I suggested something like this a ways back, probably in the EC discussion thread. Access to/ability to create the more/most powerful bombs would give them a unique market niche, as well as that added damage/effects. Quote
Kintobor Posted November 8, 2013 Posted November 8, 2013 My suggestion goes as follows: 1. Cannoneers have a set list of bombs they can create, similar to an alchemist, to avoid confusion. 2. The damage and effects on a bomb used by a cannoneer are added onto it's attack instead of being used as an elemental buff only. Quote
Waterbrick Down Posted November 8, 2013 Posted November 8, 2013 A note on cannoneers, they can intentionally do damage to all opponents with one shot. Something Barbarians and Mages only do on shield rolls. Quote
Palathadric Posted November 8, 2013 Posted November 8, 2013 Just a question, I know it has come up before, but I can't recall the ruling. Does a hastened Berserker have to attack their target with both attacks or can they, for instance, attack and then use a Consumable: e.g: Phoenix Incense, etc. Also, Phoenix Incenses only restore the Knocked Out heroes to full health, not everyone, right? Quote
Sandy Posted November 8, 2013 Author Posted November 8, 2013 Just a question, I know it has come up before, but I can't recall the ruling. Does a hastened Berserker have to attack their target with both attacks or can they, for instance, attack and then use a Consumable: e.g: Phoenix Incense, etc. Also, Phoenix Incenses only restore the Knocked Out heroes to full health, not everyone, right? Berserkers can perform other actions besides attacking without any complications, only their attacks have the special rule that they have to target the same enemy until it falls. As for the second question, what does the item's description say? Phoenix Incense – Revives all knocked out party members to full health during a battle Quote
Palathadric Posted November 8, 2013 Posted November 8, 2013 As for the second question, what does the item's description say? Sorry. It isn't in the Marketplace, and I forgot that it was one of the Field's prizes. Quote
Sandy Posted November 9, 2013 Author Posted November 9, 2013 RULE CHANGE TIME! As part of my on-going "make HRPG more challenging"-project, I've decided to make a slight change to how Free Hits work. From this point on, the various minions that the heroes can summon no longer negate their target's Free Hit unless the target can damage them. This means that Evoker's summons and Necromancer's undead can no longer prevent their target from getting a Free Hit. However, Sylvan Ranger's tamed monsters do soak up the Free Hit, since they can be attacked by their target. Hope everyone's okay with this rule change. It changes Evoker's and Necromancer's strategies a bit, but also makes the battles that much more challenging. The rule pages have been changed accordingly, and the FAQ has been updated. Quote
CMP Posted November 9, 2013 Posted November 9, 2013 From this point on, the various minions that the heroes can summon no longer negate their target's Free Hit unless the target can damage them. But the target can't damage them. I thought summons didn't have any health or took any damage at all. Unless you're just talking about non-class related minions like Edgar the Spider and Elemental Jinn? Quote
Scorpiox Posted November 9, 2013 Posted November 9, 2013 But the target can't damage them. I thought summons didn't have any health or took any damage at all. Unless you're just talking about non-class related minions like Edgar the Spider and Elemental Jinn? Sandy is saying that the attacks of invulnerable minions will no longer prevent free hits. Quote
Pyrovisionary Posted November 9, 2013 Posted November 9, 2013 (edited) As part of my on-going "make HRPG more challenging"-project, I've decided to make a slight change to how Free Hits work. . You want to make heroica more challenging? Destroy all potions. Make healing only able by clerics healing people and by sleeping. Also add a limit as to how much one's character can carry, and set survival mechanics to max. Add an endurance meter that gets lowered by bad weather, lack of food, sleep etc. When it runs out you die. The only way to replenish is by sleeping and eating. Certain items could make one resistant to cold weather or something and it'd be epic. Maybe even Perma-death but Pheonix essences revive, as can necromancers. And make Pheonix essences a tad more common. Edited November 9, 2013 by Pyrovisionary Quote
Flare Posted November 9, 2013 Posted November 9, 2013 You want to make heroica more challenging? Destroy all potions. Make healing only able by clerics healing people and by sleeping. Also add a limit as to how much one's character can carry, and set survival mechanics to max. Add an endurance meter that gets lowered by bad weather, lack of food, sleep etc. When it runs out you die. The only way to replenish is by sleeping and eating. Certain items could make one resistant to cold weather or something and it'd be epic. Maybe even Perma-death but Pheonix essences revive, as can necromancers. And make Pheonix essences a tad more common. This would've been implemented in our co-hosted quest if you hadn't backed out of it Quote
Pyrovisionary Posted November 9, 2013 Posted November 9, 2013 This would've been implemented in our co-hosted quest if you hadn't backed out of it I know. But I am kinda going through a dark age and haven't build anything for months so I doubt I would have been a whole lot of use. Quote
Sandy Posted November 9, 2013 Author Posted November 9, 2013 You want to make heroica more challenging? Destroy all potions. Make healing only able by clerics healing people and by sleeping. Also add a limit as to how much one's character can carry, and set survival mechanics to max. Add an endurance meter that gets lowered by bad weather, lack of food, sleep etc. When it runs out you die. The only way to replenish is by sleeping and eating. Certain items could make one resistant to cold weather or something and it'd be epic. Maybe even Perma-death but Pheonix essences revive, as can necromancers. And make Pheonix essences a tad more common. Umm, I want to make this game more challenging, not turn it into a totally different game. Quote
Endgame Posted November 9, 2013 Posted November 9, 2013 (edited) Usually to make my quests more challenging I just make the enemies more challenging - I've been able to squash a necromancer and evoker before without too much issue. I'm still not sure how I feel about classes getting debuffed just in an effort to raise the difficulty curve. (Or actually keep it tamer in this case, because Necromancer's abilities actually allowed much tougher battles - by removing it, battles will remain stagnant in term of enemy toughness.) Edited November 9, 2013 by Endgame Quote
Pyrovisionary Posted November 9, 2013 Posted November 9, 2013 Umm, I want to make this game more challenging, not turn it into a totally different game. Fair enough. I'll just have to go back to a heavily modded skyrim. Still... Quote
Sandy Posted November 9, 2013 Author Posted November 9, 2013 (Or actually keep it tamer in this case, because Necromancer's abilities actually allowed much tougher battles - by removing it, battles will remain stagnant in term of enemy toughness.) I'm sorry, but I fail to see your logic. How exactly does the fact that the undead minions can no longer negate Free Hits make the battles easier?! I began to feel it wasn't exactly fair that the Necromancer could single-handedly kill all the enemies without the heroes taking any damage at all, provided that the undead army was big enough... Quote
Endgame Posted November 9, 2013 Posted November 9, 2013 A necromancer's abilities (undead army) allows a party to fight much larger parties of enemies, not to mention stronger. I feel as if the nerf would make things a bit harder for the Necromancer, but would make everything else easier for the rest of the party. Quote
Flipz Posted November 9, 2013 Posted November 9, 2013 Endgame's right on the money. When you have Evokers and Necromancers in the party, it allows you to throw in a larger number of enemies BECAUSE you know the Heroes can counter the Free Hits, allowing for larger and more epic fights without being unfair to the party. Also remember that the undead and summons cannot ABSORB the Free Hits that remain left over, which is another level of strategy. Quote
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