Welcome, Guest
Username: Password: Remember me

TOPIC: Why equip resistance when all damage unstoppable

Re: Why equip resistance when all damage unstoppable 4 years 5 months ago #37

Zeiram wrote: In our first time in that room, we were told that the Boots would halve the fire damage. Not sure if that changed after Thursday morning, but they did have an effect for our party.

As I said below, if all the party had Boots of Lava Walking - let them bypass the puzzle without solving but if some didn't then either they solve or take damage. If on Nightmare set the damage as expected (not sure the scaling - just making it up here 5/10/15) and if the player has 13 Fire Resistance they take 2. But everyone says that isn't fair and challenging - they got a SoREC that is the point of the ring.

Ed
Useful Links:
TD Character Creator
Amorgen's Excel Char Gen Tool
Token DataBase
Talking TD Podcast

TD Accomplishments:
Member of the first team to survive Epic True Grind
1st Solo NM as Poly Druid
Proud member of Gas Station Sushi
Don't Nerf Our Tokens!

Please Log in or Create an account to join the conversation.

Re: Why equip resistance when all damage unstoppable 4 years 5 months ago #38

I recently made the point that the Grind is the best proof of the general sentiment of this thread. Incognito has made numerous contents about tokens being very useful in the grind. So it is very possible to allow tokens to be useful and the experience to be fun. The grind is successful, popular, challenging and very fun.

Please Log in or Create an account to join the conversation.

Re: Why equip resistance when all damage unstoppable 4 years 5 months ago #39

kurtreznor wrote: The supreme ring has had a nasty effect on dungeon design. I would be happy for it to get errata swapping the two numbers; result in 3pts elemental protection and 10 retribution.


The question is 'how many of them are out there?'

Sometimes there is a tendency to overcompensate for a perceived error.
If there are 50 supreme rings .. how much impact do they really have? 50 people out of 10,000 over GenCon isn't really that much of an impact I would think.
I used to be an industry professional responsible for making sure Japan was able to buy some of the best toy soldiers ever made.

Now I'm just an old gamer :)

www.TrueDungeonTokens.com

Please Log in or Create an account to join the conversation.

Re: Why equip resistance when all damage unstoppable 4 years 5 months ago #40

The problem with relying on grind is twofold:

1) grind tickets are far more difficult to get. I Was not able to get a pair this year, even though I went hunting the best I could.
2) going back to the post I made before, no one in a grind (most grinds - not all) are going to give up their +4/+6 cloak or shadowskin in order to avoid arachnid poison. Most grinds I have participated in have had a myriad of very well equipped players, and I think it had been a few years since I've seen more novice grind players.

The common and uncommon tokens like that are usually so specific that they apply to a single room in the entirety of TD - my plea is just to let them apply because high end folk will never use them and they are only gonna get some play to new players/sealed players.

And really, if I drew a token that gave me a benefit in either, I would feel more like a Viking as a player (and it makes the populace happy - provided lava boot guy isn't being a jerk to the rest of his party)

I do like that grind is bringing these odd effects up, but I just don't see those tokens getting a lot of grind exposure (especially if they bring up effects in years after).
Do well and you will have no need for ancestors. - Voltaire

Please Log in or Create an account to join the conversation.

Re: Why equip resistance when all damage unstoppable 4 years 5 months ago #41

Templar wrote: And really, if I drew a token that gave me a benefit in either, I would feel more like a Viking as a player (and it makes the populace happy - provided lava boot guy isn't being a jerk to the rest of his party)


This. More than anything.

I was in two pick-up groups this year .. and when one of them hit the lava-letter room .. someone had the armour that prevented damage. They were stoked that they could just skip across the room unharmed.

I think having the common/uncommon tokens having a purpose is going to do a lot to make new players form the tokens/easier connection. It won't stop someone from wearing boots of might to complete a set, but folks who have a set of might already know that tokens make things easier.
I used to be an industry professional responsible for making sure Japan was able to buy some of the best toy soldiers ever made.

Now I'm just an old gamer :)

www.TrueDungeonTokens.com

Please Log in or Create an account to join the conversation.

Time to create page: 0.230 seconds