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TOPIC: 2022 Ultra Rare Final Kind of

2022 Ultra Rare Final Kind of 7 months 1 week ago #13

kurtreznor wrote: Ack! Why does the chaos cannon damage wheel keep getting worse?


Because everyone's class had to be added to it apparently.

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2022 Ultra Rare Final Kind of 7 months 1 week ago #14

Mike Steele wrote: Mage Staff of Power: Between the two Wizard Staffs and the Ring of Expertise, the Wizards can now get three free spells per room that the Clerics and Druids are shut out of. That gap is getting way too big. I would ask again to make this a Mystic Staff of Power and include Clerics and Druids on it. If the reason Clerics and Druids (and Bards) keep getting left off of the free spell per room token is because of 7 free healing spells per Dungeon, why not just limit it to non-healing spells? So, please add Clerics & Druids (and maybe Bards), have WIS and INT add bonuses, and limit it to non-healing spells.


I don't play Bard, so I can't speak for them, but as a Druid and occasional Cleric I don't see the need for us treading on an obvious Wizard thing. Let them keep their parlor tricks!

But I do think Druids need some class-defining thing like this.

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2022 Ultra Rare Final Kind of 7 months 1 week ago #15

With more lucky pieces is their going to be a bigger set reward?

I agree that we don’t need 3 now ranged to hit items in the set, with the gloves being my least favorite. Unless we change sniper spectacles to dead shot and give a set bonus ? 👍

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2022 Ultra Rare Final Kind of 7 months 1 week ago #16

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I kind of like the idea that there isnt a higher set bonus for lucky. It's just easy to get regardless of how you get there.

Had a thought about the chaos cannon. As is, it's kinda of a pocket map of damage type icons. That could have a non combat effect on certain puzzles. Probably not a big deal but wanted to mention.

Also if you want a higher damage wheel how about giving it a blunder bomb icon, explosives are chaotic.
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2022 Ultra Rare Final Kind of 7 months 1 week ago #17

Beertram wrote:

Mike Steele wrote: Mage Staff of Power: Between the two Wizard Staffs and the Ring of Expertise, the Wizards can now get three free spells per room that the Clerics and Druids are shut out of. That gap is getting way too big. I would ask again to make this a Mystic Staff of Power and include Clerics and Druids on it. If the reason Clerics and Druids (and Bards) keep getting left off of the free spell per room token is because of 7 free healing spells per Dungeon, why not just limit it to non-healing spells? So, please add Clerics & Druids (and maybe Bards), have WIS and INT add bonuses, and limit it to non-healing spells.


I don't play Bard, so I can't speak for them, but as a Druid and occasional Cleric I don't see the need for us treading on an obvious Wizard thing. Let them keep their parlor tricks!

But I do think Druids need some class-defining thing like this.


I'd love to be able to cast Bless every combat, but I'm more than happy to let the Wizards keep their secrets. The spellbook got bumped back again and the Important Notes post said a Ranged weapon using WIS is coming. Just because Arcane casters get something doesn't mean the Divine casters need to be on it too.

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2022 Ultra Rare Final Kind of 7 months 1 week ago #18

Brokkr wrote:

Beertram wrote:

Mike Steele wrote: Mage Staff of Power: Between the two Wizard Staffs and the Ring of Expertise, the Wizards can now get three free spells per room that the Clerics and Druids are shut out of. That gap is getting way too big. I would ask again to make this a Mystic Staff of Power and include Clerics and Druids on it. If the reason Clerics and Druids (and Bards) keep getting left off of the free spell per room token is because of 7 free healing spells per Dungeon, why not just limit it to non-healing spells? So, please add Clerics & Druids (and maybe Bards), have WIS and INT add bonuses, and limit it to non-healing spells.


I don't play Bard, so I can't speak for them, but as a Druid and occasional Cleric I don't see the need for us treading on an obvious Wizard thing. Let them keep their parlor tricks!

But I do think Druids need some class-defining thing like this.


I'd love to be able to cast Bless every combat, but I'm more than happy to let the Wizards keep their secrets. The spellbook got bumped back again and the Important Notes post said a Ranged weapon using WIS is coming. Just because Arcane casters get something doesn't mean the Divine casters need to be on it too.


The common one allows for WIS to be used to hit. Does DEX count too or is INT/WIS replacing DEX?

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2022 Ultra Rare Final Kind of 7 months 1 week ago #19

Do we need to make clear on the token that Harlax's Helpful Lamp only counts Harlax Lamps and not all lamps? Lamps is capitalized, and I think we we all understand how it works, so I am unsure if it is needed.

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2022 Ultra Rare Final Kind of 7 months 1 week ago #20

Bead of Heroism: Needs a bigger drawback of some sort.

Brooch of Beading: I assume the Broach is now a new slot? If so please consider not slot locking it right out of the gate with a slot expander. If it's not a new slot then please get rid of it all together and come up with a new Token. If there absolutely has to be two new Bead slots just tell the community there's now three Bead slots.

Lamp:. Too over powered for Slotless. If you dial the hp back to 1,2,3,4,5 I guarantee you everyone will still buy it.
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2022 Ultra Rare Final Kind of 7 months 1 week ago #21

Beertram wrote: The common one allows for WIS to be used to hit. Does DEX count too or is INT/WIS replacing DEX?


I hadn't made it to the commons yet. It's nice to see there's a chance for casters to pull one from a starting pack.
Even if there is one that allows WIS in 2022 I'm willing to wait and lobby for a UR next year.

My reading is INT or WIS is the only stat used for the to Hit. I'm not sure if there is any planned bonus to damage from a stat.

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2022 Ultra Rare Final Kind of 7 months 1 week ago #22

For Harlax’s lamp, could we go back to a party roll for the HP? Less predictable, more fun.

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2022 Ultra Rare Final Kind of 7 months 1 week ago #23

Lucky Charm is a good idea without the pun ny name and set bonus. With, I think it’s great inclusion.

Earcuff is in a tough spot. It competes with expanders and charming. As a sword and board HF fighter, I need damage not to hit (unless 35 is the new mark for NM). I don’t see the need to give 2-handed a +1 to hit or make it melee only.

I’d love for the bead expander to add extra one for DF. Cant a Dwarf get some love for the beard?

BoH - ditto everyone else on the downside. For red players there is no reason to upgrade out of this. For most higher level player, the transmute is useless as the have arcane or Elrich lvl bonus.

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2022 Ultra Rare Final Kind of 7 months 1 week ago #24

Looking good so far

Brooch seems likely to be meant as a charm...like and elder church lady style ornament...however, I wonder if maybe classify it as a figurine. That could be interesting and also prove a nice trade off to the expansion in the figurine due to this year’s psyferre

I think the blunder wheel reduction is to recognize how powerful it can get as a ranger weapon. Against other ranged weapons, it seems good. (Haven’t seen the blunder ammo yet, but I do sense there is a pretty cool way to play with ammo and the blunder as you can do some stuff there)

On hero bead...thematically if brooch is a “figurine” the cost maybe could be “no more than one bead AND one eye slot. I personally align and suggest that Cranston is the new path forward for “first URs” as it gives new entrant players that ability to expand. By putting the “restriction” here, it makes it where to go up they would need to evolve the relic of heroism. It’s just me, but eyes seem to have the most “use” to players as they initially expand and their thoughts are on damage and to hit (concepts important at that time of their token journey)
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