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TOPIC: The balance between treasure and stats

The balance between treasure and stats 5 years 3 months ago #61

Harlax wrote: Seriously if there is an upper limit on treasure pulls, what should the limit be?


20 or 30 seem logical, given the 10x chips.
I could see 23 or 26 as well.
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The balance between treasure and stats 5 years 3 months ago #62

Harlax wrote:

Mike Steele wrote:

kurtreznor wrote:

Harlax wrote:

Rob F wrote: To get people to continue to buy TE's while having a cap in place you just have to make the cap hard to reach. Set a cap and then make future TE's Relic's or Legendaries. Then have the ingredients for them be a bunch of non-TE UR's that have a treasure type feel. Maybe a +2 Gem encrusted sword, a +2 Diamond ring of protection, etc. Still useful in game too. 5 or 6 UR's to make that +4 TE Relic and so on. Would help slow peoples progression to the cap.


So where would you put the cap?


A treasure cap, like any other cap, would go on your head. ;)


If the UR in 2023 is a new TE token instead of a reprint, it should be a Treasure Cap! I know, having it on the Head Slot conflicts with a lot of builds, but maybe that's not a bad thing. +4 Treasure Coins Treasure Cap! :)


Ok, but has to be a hard cap.


Seriously if there is an upper limit on treasure pulls, what should the limit be?

Probably 25, as we have already seen signs of further treasure dilution. Honestly it should probably be 10 at normal and +5 every difficulty beyond normal. If you die, you only get the 3 bar treasure.

The hard cap could be the last stacking te, with +2 treasure, and you would need to run epic to get all 25. To equip the hard cap, it would break any set that uses the head slot.

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The balance between treasure and stats 5 years 3 months ago #63

If a new TE UR were introduced every other year, giving 2 treasure chips like the nuggets, that's just an increase of one chip per year. That might be manageable if the ticket cost continues to increase as well.

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The balance between treasure and stats 5 years 3 months ago #64

Endgame wrote:

Harlax wrote:

Mike Steele wrote:

kurtreznor wrote:

Harlax wrote:

Rob F wrote: To get people to continue to buy TE's while having a cap in place you just have to make the cap hard to reach. Set a cap and then make future TE's Relic's or Legendaries. Then have the ingredients for them be a bunch of non-TE UR's that have a treasure type feel. Maybe a +2 Gem encrusted sword, a +2 Diamond ring of protection, etc. Still useful in game too. 5 or 6 UR's to make that +4 TE Relic and so on. Would help slow peoples progression to the cap.


So where would you put the cap?


A treasure cap, like any other cap, would go on your head. ;)


If the UR in 2023 is a new TE token instead of a reprint, it should be a Treasure Cap! I know, having it on the Head Slot conflicts with a lot of builds, but maybe that's not a bad thing. +4 Treasure Coins Treasure Cap! :)


Ok, but has to be a hard cap.


Seriously if there is an upper limit on treasure pulls, what should the limit be?

Probably 25, as we have already seen signs of further treasure dilution. Honestly it should probably be 10 at normal and +5 every difficulty beyond normal. If you die, you only get the 3 bar treasure.

The hard cap could be the last stacking te, with +2 treasure, and you would need to run epic to get all 25. To equip the hard cap, it would break any set that uses the head slot.


I like 25 as the number. 27 or 28 would not be tragic, but the higher the number the more likely dilution will occur.

I don't care for limitations based on difficulty. I don't think it would accomplish your goal. If I was determined to max treasure after getting my XP, I'd be just fine running with a group on epic and dying in room 1.
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir

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The balance between treasure and stats 5 years 3 months ago #65

Harlax wrote:

Endgame wrote:

Harlax wrote:

Mike Steele wrote:

kurtreznor wrote:

Harlax wrote:

Rob F wrote: To get people to continue to buy TE's while having a cap in place you just have to make the cap hard to reach. Set a cap and then make future TE's Relic's or Legendaries. Then have the ingredients for them be a bunch of non-TE UR's that have a treasure type feel. Maybe a +2 Gem encrusted sword, a +2 Diamond ring of protection, etc. Still useful in game too. 5 or 6 UR's to make that +4 TE Relic and so on. Would help slow peoples progression to the cap.


So where would you put the cap?


A treasure cap, like any other cap, would go on your head. ;)


If the UR in 2023 is a new TE token instead of a reprint, it should be a Treasure Cap! I know, having it on the Head Slot conflicts with a lot of builds, but maybe that's not a bad thing. +4 Treasure Coins Treasure Cap! :)


Ok, but has to be a hard cap.


Seriously if there is an upper limit on treasure pulls, what should the limit be?

Probably 25, as we have already seen signs of further treasure dilution. Honestly it should probably be 10 at normal and +5 every difficulty beyond normal. If you die, you only get the 3 bar treasure.

The hard cap could be the last stacking te, with +2 treasure, and you would need to run epic to get all 25. To equip the hard cap, it would break any set that uses the head slot.


I like 25 as the number. 27 or 28 would not be tragic, but the higher the number the more likely dilution will occur.

I don't care for limitations based on difficulty. I don't think it would accomplish your goal. If I was determined to max treasure after getting my XP, I'd be just fine running with a group on epic and dying in room 1.

Per my post, No treasure if you die. Make it a difficut balancing act between te and the gear needed to survive.

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The balance between treasure and stats 5 years 3 months ago #66

Which is why they said you had to live through it to get max.

I dont like that, as it would be a reversion to the days of treasure stamps imo.
First ever death in True Horde
"Well, with you guarding 2 players, that means you take 90. Are you dead?"
-Incognito

My token shop/trade thread: Wade's Wide World of Wonder 

My Current Paladin Build 

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The balance between treasure and stats 5 years 3 months ago #67

Wade Schwendemann wrote: Which is why they said you had to live through it to get max.

I dont like that, as it would be a reversion to the days of treasure stamps imo.


Tying the cap to difficulty would also likely lead to bad behaviors (like pushing PUGs to higher difficulties than they are comfortable with). So I'd be against that.

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The balance between treasure and stats 5 years 3 months ago #68

Fiddy wrote:

Wade Schwendemann wrote: Which is why they said you had to live through it to get max.

I dont like that, as it would be a reversion to the days of treasure stamps imo.


Tying the cap to difficulty would also likely lead to bad behaviors (like pushing PUGs to higher difficulties than they are comfortable with). So I'd be against that.


Agree with both of you. The stamp system resulted in some bad behavior,particularly n puzzle rooms.
D&D teaches all the important lessons in life - the low blow, the cheap shot, the back stab, the double cross. - Jerry Marsischky

Let them trap us. We have our swords. - Elric of Melnibone.

You try to get them to play the game, but all they want to do is play the rules. - Ardak Kumerian

I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend - Faramir

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Last edit: by Harlax.

The balance between treasure and stats 5 years 3 months ago #69

Fiddy wrote:

Wade Schwendemann wrote: Which is why they said you had to live through it to get max.

I dont like that, as it would be a reversion to the days of treasure stamps imo.


Tying the cap to difficulty would also likely lead to bad behaviors (like pushing PUGs to higher difficulties than they are comfortable with). So I'd be against that.

Tie the higher difficuty to player level? Nightmare requires badge of nobility for example? Or all runs are normal unless they are upgraded to a higher level electronically prior to convention start?

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The balance between treasure and stats 5 years 3 months ago #70

Endgame wrote:

Fiddy wrote:

Wade Schwendemann wrote: Which is why they said you had to live through it to get max.

I dont like that, as it would be a reversion to the days of treasure stamps imo.


Tying the cap to difficulty would also likely lead to bad behaviors (like pushing PUGs to higher difficulties than they are comfortable with). So I'd be against that.

Tie the higher difficuty to player level? Nightmare requires badge of nobility for example? Or all runs are normal unless they are upgraded to a higher level electronically prior to convention start?


Seems like a lot more paperwork/administration??? Usually not such a good idea. So if 6 people have Badges of Nobility could they do Nightmare or would it require all 10?
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The balance between treasure and stats 5 years 3 months ago #71

Endgame wrote:

Fiddy wrote:

Wade Schwendemann wrote: Which is why they said you had to live through it to get max.

I dont like that, as it would be a reversion to the days of treasure stamps imo.


Tying the cap to difficulty would also likely lead to bad behaviors (like pushing PUGs to higher difficulties than they are comfortable with). So I'd be against that.

Tie the higher difficuty to player level? Nightmare requires badge of nobility for example? Or all runs are normal unless they are upgraded to a higher level electronically prior to convention start?


Did you actually like treasure stamps? Cause man, I hated them, and so did the majority. So bringing back that kind of system would probably be met with a LOT of push-back.
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The balance between treasure and stats 5 years 3 months ago #72

jpotter wrote:

Endgame wrote:

Fiddy wrote:

Wade Schwendemann wrote: Which is why they said you had to live through it to get max.

I dont like that, as it would be a reversion to the days of treasure stamps imo.


Tying the cap to difficulty would also likely lead to bad behaviors (like pushing PUGs to higher difficulties than they are comfortable with). So I'd be against that.

Tie the higher difficuty to player level? Nightmare requires badge of nobility for example? Or all runs are normal unless they are upgraded to a higher level electronically prior to convention start?


Did you actually like treasure stamps? Cause man, I hated them, and so did the majority. So bringing back that kind of system would probably be met with a LOT of push-back.

Never experienced it. I've run exactly one of each adventure at Gen Con starting in 2015.

Longer answer later when I'm at a keyboard, but I see a really strong divergence between different bits of the community.

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