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TOPIC: Final Uncommon Images!

Final Uncommon Images! 2 months 2 weeks ago #1

Thanks so much for your help in getting the tokens lined out well this year. I think some newbies will enjoy these tokens.

truedungeon.com/files/UncommonFinal23.jpg
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Final Uncommon Images! 2 months 2 weeks ago #2

Could bead of the cleaver be all axes? Adding in 3 UR tokens, 1 Relic, 1 Legendary doesn't feel that bad to me, and might excite a new player.

It may be just me, but these look a LOT sharper than previous versions.

The art for Ring of Ymir seems set a little lower than all the others. Not sure if this is intentional (or just an optical illusion)
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Final Uncommon Images! 2 months 2 weeks ago #3

Charm of Moonbane

What attacks do players make that aren't melee or ranged? To my knowledge, even like belch attacks or whatever would fall under ranged or, alternatively, the damage dealing effect isn't an attack, like Reaver. So, is there a reason to not just say +4 damage to attacks vs ...

... Going with were-creatures over lycanthropes?

Sacred Sunshot Pellet

More general comment about ammo and Sacred. Does ammo suck a lot? Perhaps. What is the biggest problem with ammo? You might miss. Like, I don't care if I burn some +1 damage common on an attack that was going to be 1/25th of a useless trade good ... if I hit. So, I get the idea of increasing damage to compensate for how it might not do anything, not just because of misses but because the party may win combat without bothering to use consumables (which is the other reason never bother with ammo in person as how important is +1 damage to an attack actually going to be?).

The problem I see here is Sacred and how this year's theme is going to make Sunshot stuff so far superior to traditional weapons at similar rarity levels. A Sunshot weapon using one of these is +10 damage vs undead. If you can double ammo with Sunshot, which I think is just Brownie, +18 damage vs undead. Add Quiver of Boosting for another +4/8 damage since this is all rare and less level of play. As much as it interests me to manipulate damage types and as interesting as undead are in TD since there are so many more tokens that interact with them, it's just so vastly out of line with what is likely to come out in future.

Some +4 damage arrow gets made that's like cold. May do nothing special even against cold vulnerable monster as elemental vulnerabilities routinely cap where Sacred double damage doesn't.
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Final Uncommon Images! 2 months 2 weeks ago #4

Wade Schwendemann (Dr. Uid) wrote: Could bead of the cleaver be all axes? Adding in 3 UR tokens, 1 Relic, 1 Legendary doesn't feel that bad to me, and might excite a new player.

+1. I don’t think it hurts anything for the bead to trigger with any axe. Dwarf Fighter is kind of far back in the damage rankings so it won’t put DF ahead even with a +5 Death cleaver. Bead is also already starting to force choices, so it probably won’t last in Relic+ builds anyway, and UR is questionable.

Look at the sun shot pistol - that looks more like a sun shot hand cannon to me. Love the art :D

The sacred light scroll will 100% go in my collection of Bless scrolls. Since an AC penalty is almost the same as a +hit, is there any VTD programming advantage in the apps for this scroll to give the party +2 hit against undead? This would let them use the same code path as Preyer, but typed to only work against undead.

Is the sun shot pellet meant to be more damaging than most (all?) prior ammo? Should it maybe be +hit and +damage at Lower amounts?
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Final Uncommon Images! 2 months 2 weeks ago #5

I will say as a Dwarf Fighter player that I would love to use the Bead of the Cleaver with my Axe of the Dwarvish Kings ^^ Seems fitting!
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Final Uncommon Images! 2 months 2 weeks ago #6

Wade Schwendemann (Dr. Uid) wrote: Could bead of the cleaver be all axes? Adding in 3 UR tokens, 1 Relic, 1 Legendary doesn't feel that bad to me, and might excite a new player.

It may be just me, but these look a LOT sharper than previous versions.

The art for Ring of Ymir seems set a little lower than all the others. Not sure if this is intentional (or just an optical illusion)


I fixed the Axe. Thanks. Not sure about your graphic comments. I see them here and they all look the same...of course I am seeing them in much higher resolution.
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Nerdomancer
Author of the never-to-be-released "The Secret of Trees"
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Final Uncommon Images! 2 months 2 weeks ago #7

Ian Lee wrote: Charm of Moonbane

What attacks do players make that aren't melee or ranged? To my knowledge, even like belch attacks or whatever would fall under ranged or, alternatively, the damage dealing effect isn't an attack, like Reaver. So, is there a reason to not just say +4 damage to attacks vs ...

... Going with were-creatures over lycanthropes?

Sacred Sunshot Pellet

More general comment about ammo and Sacred. Does ammo suck a lot? Perhaps. What is the biggest problem with ammo? You might miss. Like, I don't care if I burn some +1 damage common on an attack that was going to be 1/25th of a useless trade good ... if I hit. So, I get the idea of increasing damage to compensate for how it might not do anything, not just because of misses but because the party may win combat without bothering to use consumables (which is the other reason never bother with ammo in person as how important is +1 damage to an attack actually going to be?).

The problem I see here is Sacred and how this year's theme is going to make Sunshot stuff so far superior to traditional weapons at similar rarity levels. A Sunshot weapon using one of these is +10 damage vs undead. If you can double ammo with Sunshot, which I think is just Brownie, +18 damage vs undead. Add Quiver of Boosting for another +4/8 damage since this is all rare and less level of play. As much as it interests me to manipulate damage types and as interesting as undead are in TD since there are so many more tokens that interact with them, it's just so vastly out of line with what is likely to come out in future.

Some +4 damage arrow gets made that's like cold. May do nothing special even against cold vulnerable monster as elemental vulnerabilities routinely cap where Sacred double damage doesn't.


Attacks: There are a few weird ones (magic items), and I thought it would be best not to say "all" to leave open other areas.

Ammo - the change is more to help a newbie have a better time with getting one in their random pack.
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Nerdomancer
Author of the never-to-be-released "The Secret of Trees"
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Final Uncommon Images! 2 months 2 weeks ago #8

Pendant of Healing - wording isn't great. I recommend removing the word "instead". Reads better and still implies that you're using Remove Disease to do the heal.
"Many of the truths we cling to depend greatly on our point of view" - Obi Wan Kenobi
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