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TOPIC: Last Second Changes Made - Sorry! FINAL Contact Sheets

Last Second Changes Made - Sorry! FINAL Contact Sheets 4 years 3 months ago #1

Well...I must apologize.

I wish we had the time to give you all the chance to give your considered feedback. I did not get these tokens done in time for good feedback. A short time ago I received some detailed info that made me change the new MEC, the Relic and the Legendary for the Wizard. I hope you will not be too disappointed, but once I have the time to prepare the new Wizard cards and write up the Mage Medallion and Arch-Mage Medallion I think you will be happy. The changes? Basically, I had to remove the Free Action from the MEC, and I had to keep the 1 hp for 1 damage limitation on the Relic and Legendary. I know that sounds crazy, but it is needed...and Wizards will still be the glass cannons we want them to be, Hang tight until I have time to write it up.

And Clerics won't be happy as I needed to move the 1st level spell ability to the Legendary.

Again, my apologies for the frustrations this change may cause. I went to GREAT lengths (read about 6,000 posts!) to make sure you all were being heard, and now at the last second I have to do this unfortunate thing. We usually have more time than this, but with the V-series and having to re-invent TD from scratch...I just did not have the time. I hope you understand -- and trust me that the Wizards won't be poorly treated next week.

Please use the same URLs as last time. They are below. You may have to REFRESH your page to get the latest contact sheet. If you see that the MEC is missing the Free Action ability, then you have the right version.

Common

Uncommon

Rare

Ultra Rare

Transmuted
Token Conjurer
Geek Dreamweaver
Nerdomancer
Author of the never-to-be-released "The Secret of Trees"

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Last edit: by Druegar. Reason: made clickable links

Last Second Changes Made - Sorry! FINAL Contact Sheets 4 years 3 months ago #2

Thank you for creating this great game we all enjoy! Now please get some zzz's!
"IMHO we like to solve problems here on the forums that are only perceived problems due to a myopic view." -Bob C

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Last Second Changes Made - Sorry! FINAL Contact Sheets 4 years 3 months ago #3

Note - Links are not clickable yet, but will work if you copy & paste. You might need to hit refresh.
"IMHO we like to solve problems here on the forums that are only perceived problems due to a myopic view." -Bob C

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Last Second Changes Made - Sorry! FINAL Contact Sheets 4 years 3 months ago #4

Just to verify, the Mad Evoker's Charm channel can now be used any number of times in a combat?

Since we don't yet understand how Mage Powers really work it is hard to judge the Relic and Legendary. But I like the simplified text and it should allow a lot of leeway once the details are released.

I can be patent and optimistic. B) And get some sleep Jeff!

"Who-ha!"

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Last edit: by BrainScan.

Last Second Changes Made - Sorry! FINAL Contact Sheets 4 years 3 months ago #5

I look forward to seeing what the changes are and seeing how they impact damage output.

One thing: if mage powers can only be used in combat, and only one can be used per round, the limit of 4/room versus 6 seems only theoretically relevant.

In 13 years of playing I’m not sure I’ve ever gotten to round 5 (and I have run out of time in monster rooms) in combat.

I’m almost positive I’ve never gotten to round 6.

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Last edit: by Matthew Hayward.

Last Second Changes Made - Sorry! FINAL Contact Sheets 4 years 3 months ago #6

Matthew Hayward wrote: I look forward to seeing what the changes are and seeing how they impact damage output.

One thing: if mage powers can only be used in combat, and only one can be used per round, the limit of 4/room versus 6 seems only theoretically relevant.

In 13 years of playing I’m not sure I’ve ever gotten to round 5 (and I have run out of time in monster rooms) in combat.

I’m almost positive I’ve never gotten to round 6.

If mage powers can be applied to free action spells that might be fine. Hard to say what Jeff's current thoughts are.

Double down runs and such can easily get to 6 or more combat rounds as well but these shouldn't really be balanced around that.

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Last Second Changes Made - Sorry! FINAL Contact Sheets 4 years 3 months ago #7

Arnold wrote: Thank you for creating this great game we all enjoy! Now please get some zzz's!

+1
Thank you Jeff.
Playing True Dungeon since 2012.

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Last Second Changes Made - Sorry! FINAL Contact Sheets 4 years 3 months ago #8

It will be interesting to know what broke the cleric legendary regarding first level spells while still having the ability on the ring and at 2nd level.

I think I can still do what I want, though, just leaning into prayer. Hard to be upset about the 1st level spells option that was only there a few hours.


Had to reread and refresh - 4:30am is apparently not the time to be reading tokens. Moving to legendary is fine - glad to see more on the legendary to be honest.

Sleep well!

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Last edit: by Endgame.

Last Second Changes Made - Sorry! FINAL Contact Sheets 4 years 3 months ago #9

Is it intended that MEC can be used more than once per room now? Don't play Wizards, so don't want to step on any toes here, but I wanna know if I should be gearing up to swing with my newly freed Standard Actions or if I should just stack Focus and heal up the Wizards so they can deal more guaranteed damage.
Also, maybe I should be looking for a Cloak of Blending , if I'm not going to have opportunities to attack.

[edit]
Not complaining, by the way -- this basically allows Cleric to convert their Cures into Inflicts, in a roundabout manner that doesn't require them to take offensive actions. A win in my book!
Hm, maybe I should go invest in some Dust of Deflection too.
[/edit]

Jeff Martin wrote: And Clerics won't be happy as I needed to move the 1st level spell ability to the Legendary.

Seems like a reasonable change to me: gives an incentive to craft the Legendary, or if it's too expensive, can use the ring along with the Relic for a similar effect.
Now if Restore Power as Free Action could be folded in the Legendary as well... but eh, I'm happy with it the way it is.
Cleric main / Druid secondary

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Last edit: by Ho-Yi Fung.

Last Second Changes Made - Sorry! FINAL Contact Sheets 4 years 3 months ago #10

Firstly, thank you Jeff for all your hard work.

I see that the Amulet of Flawsight has been downpowered again since the last version. I really do think it needs to be improved, I'm honestly not sure that Rogue builds would want to equip it when there are existing R necklaces which increase STR or damage.

At the moment, the Amulet offers, once per game, a possibility of adding the usual 15 Sneak Attack damage to an attack that you would normally be able to add anyway. That's only if you use the ability before seeing if the attack hits, and only if a monster is encountered which is immune to Sneak Attack. It does also affect Critical Hits, but given that you have to use the Amulet before sliding, and then slide a natural 20 on that exact turn, it's so unlikely that it's not really a factor in assessing the Amulet's usefulness (other posts have estimated that in general maybe 5% of attacks are a natural 20, but that's without having to do it on the same turn you use a 1/game ability).

So a conditional once per game 15 damage, which still uses up your class ability to activate. Compare that to Amulet of Vigor, granting a permanent +1 to hit and +1 to damage on all attacks, along with +3HP. If an adventure involves 12-15 rounds of combat, the Amulet seems far more useful and is a generic item equippable by all classes.

Consider also Amulet of Shock. A static +2 damage on all attacks, again equippable by all classes. So +24-30 damage during an adventure.

And then consider the other class-specific R necklaces in this set, which have abilities including a static +4 damage on all (2h) attacks, expanded crit range, a static +2/+3 damage on all attacks, and non damage-based class abilities.

It seems to me that the Rogue necklace is weaker than both the generic necklaces equippable by all classes and the other class-specific necklaces in this set. Thematically it meets the aim of having class-defining necklaces, but it just doesn't seem useful enough for a Rogue to want to use it.
I play Rogue. Occasionally I even play Rogue well.

Current Rogue Build

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Last Second Changes Made - Sorry! FINAL Contact Sheets 4 years 3 months ago #11

  • Raven
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Who-ha!!!

The 2021 Token Dev process has been quite the rollercoaster, but it seems to be wrapping up...
let's all raise a Tankard in Celebration!!

(BTW, I look forward to the gleeful shouts of "Who-ha!" emanating from the dungeon, once we can play together again : )
"THERE WILL NEVER BE A TOKEN EQUAL TO A GOOD BRAIN!"- Smakdown

Check out these awesome resources:
Cranston's Character Generator for iDevices or Android
Amorgen's Excel Character Generator
And the ever-useful Token DataBase , expertly maintained by Druegar.

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Last Second Changes Made - Sorry! FINAL Contact Sheets 4 years 3 months ago #12

Iross wrote: Firstly, thank you Jeff for all your hard work.

I see that the Amulet of Flawsight has been downpowered again since the last version. I really do think it needs to be improved, I'm honestly not sure that Rogue builds would want to equip it when there are existing R necklaces which increase STR or damage.

At the moment, the Amulet offers, once per game, a possibility of adding the usual 15 Sneak Attack damage to an attack that you would normally be able to add anyway. That's only if you use the ability before seeing if the attack hits, and only if a monster is encountered which is immune to Sneak Attack. It does also affect Critical Hits, but given that you have to use the Amulet before sliding, and then slide a natural 20 on that exact turn, it's so unlikely that it's not really a factor in assessing the Amulet's usefulness (other posts have estimated that in general maybe 5% of attacks are a natural 20, but that's without having to do it on the same turn you use a 1/game ability).

So a conditional once per game 15 damage, which still uses up your class ability to activate. Compare that to Amulet of Vigor, granting a permanent +1 to hit and +1 to damage on all attacks, along with +3HP. If an adventure involves 12-15 rounds of combat, the Amulet seems far more useful and is a generic item equippable by all classes.

Consider also Amulet of Shock. A static +2 damage on all attacks, again equippable by all classes. So +24-30 damage during an adventure.

And then consider the other class-specific R necklaces in this set, which have abilities including a static +4 damage on all (2h) attacks, expanded crit range, a static +2/+3 damage on all attacks, and non damage-based class abilities.

It seems to me that the Rogue necklace is weaker than both the generic necklaces equippable by all classes and the other class-specific necklaces in this set. Thematically it meets the aim of having class-defining necklaces, but it just doesn't seem useful enough for a Rogue to want to use it.

I agree with you if it’s any consolation. my 2021 character guides will be using the class rare necklaces for all classes in at least one build, except for rogue and Paladin.

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