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TOPIC: Feedback please! New Safehold details posted

Feedback please! New Safehold details posted 2 days 22 hours ago #1

Thanks to some big help from Celecia/DaveG, we have updated the Safehold document at the link below. Please have a look and let us know your thoughts. We still want to add more exacting Mythic token info at the end of the document, but we will do that once we get feedback from the second link below.

truedungeon.com/files/Safehold_Program_Details.pdf

At the link below, you will find info we will post at www.tokendb.com soon. Please have a look and let us know what you think of the descriptions. Once we have these finalized, we will add this info to the end of the Safehold PDF. Thanks all!

truedungeon.com/files/Mythic_tokens.pdf
Token Conjurer
Geek Dreamweaver
Nerdomancer
Author of the never-to-be-released "The Secret of Trees"
Last edit: by Jeff Martin.
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Feedback please! New Safehold details posted 2 days 22 hours ago #2

I'd encourage the recipes to tone down the required trade2 goods. We're already seeing unfortunate market spikes in these that have pushed a good number of players to hold off on legendary transmutes and on hirelings, etc..

As a general rule, having a ton of trade1 goods isn't problematic (except enchanter's munitions) but things like oil of enchantment are becoming more problematic than ever.

As an aside, thank you for hearing us on enchanter's munitions in recipes overall. Treating them more like trade2 than trade 1 makes a lot of sense since they aren't plentiful in treasure draws or standard packs.

In terms of specific recipes:
The DS requirements are strangely high (MH as well but not quite as bad.) I'd recommend reducing those to 10x but bumping up the trade1 goods. I'd much rather have 100 each of MS, DP, PS than 40 DS.

Lastly, I'd recommend have text spelling out the mythic transmuters appear twice. Have it appear in the safehold 1 info then again when recipes start that have transmuters, have it say something like (transmuters gained with the SH1 transmute.)

Thanks for letting us give feedback!

Fred
What do we want? Evidence based science! When do we want it? After peer review!

Elf Wizard build
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Feedback please! New Safehold details posted 2 days 21 hours ago #3

Please add (language adapted from tokendb.com/token/charm-of-avarice/ ):

"For the purpose of determining the total number of Charm of Good Fortune (CoGF) tokens equipped by the party, each equipped Mythic Coin of Wealth counts as one equipped CoGF."

Edited to add: this is not a new idea, it's already promised under "Does it Synergize?" at the bottom of truedungeon.com/treasure-enhancers , I just want to help it get into tokendb on the first try ;)
dmrzzz's trade thread

Yes, my AC is lower than the Wizard's. No regrets!
Last edit: by David Zych.
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Feedback please! New Safehold details posted 2 days 20 hours ago #4

Genuine curiosity: The text for Charm of Fate states that a mythic troll could do a sweep that does 100 HP of damage. I get that Mythic will be for hardcore (well, Mythic) players, but is that realistic damage for the more glass-cannon type classes? Seeing such a high number just makes me think "well, one attack and that player would be out".

Edit: finished reading, the token makes it so AC comes into play to mitigate the auto hit mythic attack...so that would be a required token essentially for mythic play. Is the idea to be that a mythic player has ALL of these tokens for mythic to be a viable difficulty?
Last edit: by alesiev - Alex.
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Feedback please! New Safehold details posted 2 days 17 hours ago #5

Does the coin of wealth no longer need a full set for synergy like the CoA ?
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Feedback please! New Safehold details posted 2 days 16 hours ago #6

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Feedback please! New Safehold details posted 2 days 14 hours ago #7

Mythic Bead of Defiance: In addition, during Mythic DR runs, this token will allow characters a saving throw against any Mythic monster weird effects.

Jeff,
Can the "weird effect" be renamed to something like "Overwhelming Effect" or "Overpowering Effect"? That way there is a specific key word tied to the effect. The reason being is if a monster does anything that could be considered "weird", someone will argue that they get a save to avoid it.

alesiev - Alex wrote: Genuine curiosity: The text for Charm of Fate states that a mythic troll could do a sweep that does 100 HP of damage. I get that Mythic will be for hardcore (well, Mythic) players, but is that realistic damage for the more glass-cannon type classes? Seeing such a high number just makes me think "well, one attack and that player would be out".

Edit: finished reading, the token makes it so AC comes into play to mitigate the auto hit mythic attack...so that would be a required token essentially for mythic play. Is the idea to be that a mythic player has ALL of these tokens for mythic to be a viable difficulty?


The Charm of Fate is hard to judge without seeing how Mythic Monster stats are going to be. If the Mythic Troll has +45 to hit with it's 100 damage attack, is getting to use your AC going to make a difference? Or if you get a save vs. the effect and the difficulty is so high you only pass on a 20.

Jeff Martin wrote: All damage is Sacred.

Acherin wrote: I also added VTD support for the most annoying token of 2024 the +2 Sun Scimitar.

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Feedback please! New Safehold details posted 2 days 14 hours ago #8

Jeff,
Can we get the recipe for the 100,000 GP Mythic Ore Bar in this document?

Jeff Martin wrote: All damage is Sacred.

Acherin wrote: I also added VTD support for the most annoying token of 2024 the +2 Sun Scimitar.

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Feedback please! New Safehold details posted 2 days 13 hours ago #9

My only concern with the Mythic effects are that it currently seems that you need to create the three Mythic tokens to be able to survive Mythic. With this being a long term process, unless you Transmute all three from the start, you are almost guaranteed not to survive. If the thought is that one needs all three to play, then it's fine as is, but if you can play with just safehold one, I'm not sure making these must haves to survive is great. Just a thought.
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Feedback please! New Safehold details posted 2 days 13 hours ago #10

Fred K wrote: I'd encourage the recipes to tone down the required trade2 goods. We're already seeing unfortunate market spikes in these that have pushed a good number of players to hold off on legendary transmutes and on hirelings, etc..

As a general rule, having a ton of trade1 goods isn't problematic (except enchanter's munitions) but things like oil of enchantment are becoming more problematic than ever.

As an aside, thank you for hearing us on enchanter's munitions in recipes overall. Treating them more like trade2 than trade 1 makes a lot of sense since they aren't plentiful in treasure draws or standard packs.

In terms of specific recipes:
The DS requirements are strangely high (MH as well but not quite as bad.) I'd recommend reducing those to 10x but bumping up the trade1 goods. I'd much rather have 100 each of MS, DP, PS than 40 DS.

Lastly, I'd recommend have text spelling out the mythic transmuters appear twice. Have it appear in the safehold 1 info then again when recipes start that have transmuters, have it say something like (transmuters gained with the SH1 transmute.)

Thanks for letting us give feedback!

Fred


Oil has only been high for the past few months or so. Next year or so it could be back at 10 bucks.
"Many of the truths we cling to depend greatly on our point of view" - Obi Wan Kenobi
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Feedback please! New Safehold details posted 2 days 13 hours ago #11

Jason Efford wrote: My only concern with the Mythic effects are that it currently seems that you need to create the three Mythic tokens to be able to survive Mythic. With this being a long term process, unless you Transmute all three from the start, you are almost guaranteed not to survive. If the thought is that one needs all three to play, then it's fine as is, but if you can play with just safehold one, I'm not sure making these must haves to survive is great. Just a thought.


+ 1

Didn’t think about this… the +100 dmg wouldn’t kill me since I’m built like a tank but that a 1 hit kinda deal for most. Makes it hard to play if you need all just to stand a chance
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Feedback please! New Safehold details posted 2 days 13 hours ago #12

Mike Steele wrote: Jeff, looks pretty good. I still think 25K GP for the Mythic tokens is too low, it should be more than the Legendary tokens. 50K would be better.


+1. 50K would be better. Legendaries are currently at 40K (25K + the extra 15K).
"Many of the truths we cling to depend greatly on our point of view" - Obi Wan Kenobi
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