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TOPIC: Iktomi Adjustments

Iktomi Adjustments 2 years 2 months ago #1

Iktomi's, thematically, is an interesting token. From a game balance perspective, general consensus is it is substantially less powerful than any other class-specific legendary*.

I have some ideas for adjustments that would bring Iktomi's in line with other legendaries without vast increases in damage.
1. Ice/Water Elemental should have water breathing and no hinderances while in water.
2. The legendary should include a guided strike ability akin to the bead for fighters and rogues.
3. Allow flight for a whole room 1/game with the air form

These changes could be incorporated into Tokendb without changing text on the token and rolled out right away.

*Prior arguments on this started with "but druids are more powerful before tokens are taken into effect" - that is a question of card design, not of token design. Let's keep this conversation focused just on this individual token.

Fred
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Iktomi Adjustments 2 years 2 months ago #2

Didn’t Jeff mention legendary rebalancing at some point? Could have sworn I saw a post talking about that in the future.

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Iktomi Adjustments 2 years 2 months ago #3

I like were you are going with this Fred. Maybe an extra small ability for each mode.

1. Ice - water breathing and no hinderances while in water.
2. Earth - guided strike ability akin to the bead for fighters and rogues.
3. AIr - Allow flight for a whole room 1/game with the air form
4. Fire - x fire retribution damage if hit

It would be super easy to make these changes, just add to Tokendb and done.

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Iktomi Adjustments 2 years 2 months ago #4

I think the easiest thing would be to add Keen OR Guided strike.
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Iktomi Adjustments 2 years 2 months ago #5

Love the water breathing / flight concepts.

I also would still like to see Iktomi's exempted from "may not polymorph into more than one creature (nor into different elemental sub-types) per room"
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Iktomi Adjustments 2 years 2 months ago #6

Josh Wilhelmi wrote: Didn’t Jeff mention legendary rebalancing at some point? Could have sworn I saw a post talking about that in the future.


Jeff did mention doing that. I've asked about it a couple of times, but haven't gotten any answers. Iktomi's definitely needs a power boost, and that can be done entirely via TokenDB without needing any changes on the actual token. I agree that giving the elemental forms additional powers, like flight for air elementals, would be a nice change.

I'd also recommend, for Iktomi's alone, to remove the restriction of only one form per room. The main argument against that was to prevent one elemental form on attack and another on defense, but that doesn't seem broken in any way.

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Iktomi Adjustments 2 years 2 months ago #7

David Harris wrote: I like were you are going with this Fred. Maybe an extra small ability for each mode.

1. Ice - water breathing and no hinderances while in water.
2. Earth - guided strike ability akin to the bead for fighters and rogues.
3. AIr - Allow flight for a whole room 1/game with the air form
4. Fire - x fire retribution damage if hit

It would be super easy to make these changes, just add to Tokendb and done.


I really like this idea.
If flight is deemed too problematic (either too powerful even once, or too awkward to have a 1/game ability while allowing the element to be used more times), how about:
Air elemental attacks are made at range like gloves of flying fist. Still uses melee poly stats, but the attack reaches ranged targets & doesn't trigger melee retribution.

And for polymorphing to more than one creature per room...I think that should just be allowed. Or at least available at lower rarity than legendary.
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Iktomi Adjustments 2 years 2 months ago #8

Hmm... Earth, Fire, Air, and Water Ice. Don't suppose legendary could get a 1/game Avatar Elementar state? ;)

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Iktomi Adjustments 2 years 2 months ago #9

I'd like to find some way to add a little "to Hit" bonus onto the legendary. We hear from druids all the time that they have too tough of a time hitting.

Maybe a +2 or +3 to hit?

Adding keen definitely infringes on the elf wizard power I hardly ever see used.
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Iktomi Adjustments 2 years 2 months ago #10

Wade Schwendemann (Dr. Uid) wrote: I'd like to find some way to add a little "to Hit" bonus onto the legendary. We hear from druids all the time that they have too tough of a time hitting.

Maybe a +2 or +3 to hit?

Adding keen definitely infringes on the elf wizard power I hardly ever see used.


Isn't it more infringing on elf to give +to hit since that's the elf ability, while druid already has keen at 5th level?

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Iktomi Adjustments 2 years 2 months ago #11

my mistake
First ever death in True Horde
"Well, with you guarding 2 players, that means you take 90. Are you dead?"
-Incognito

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My Current Paladin Build 

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Iktomi Adjustments 2 years 2 months ago #12

Ian Lee wrote:

Wade Schwendemann (Dr. Uid) wrote: I'd like to find some way to add a little "to Hit" bonus onto the legendary. We hear from druids all the time that they have too tough of a time hitting.

Maybe a +2 or +3 to hit?

Adding keen definitely infringes on the elf wizard power I hardly ever see used.


Isn't it more infringing on elf to give +to hit since that's the elf ability, while druid already has keen at 5th level?


Haha you can tell I never polymorph because I didn't know we get keen. My vote is now for +1/2 to hit OR Guided Strike.
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