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TOPIC: SUPER FINAL Token Images - ULTRA RARE

SUPER FINAL Token Images - ULTRA RARE 1 year 1 month ago #73

Phrash wrote:

Wade Schwendemann wrote:

Phrash wrote: Gonna try selling the idea one more time:

Hat of the Hellway
+1 AC and a successful melee attack on a living monster heals wearer 1 hp

I'm... torn between the ioun stone being melee vs ranged. Ranged would be nice since there aren't many ranged damage tokens. Melee would mean I would actually get it.


Melee Ioun stone is really, really good, particularly for Monks and rangers.
Increased damage from a slot that never gave damage before.

In the off hand, it allows choices in 2 handed vs 1 handed plus this.
In both off hands, does the same, but limits ranged weapon options.

Both would allow other classes to catch up to Ranger/Monk

Ioun Stone makes the gap larger.

If we want a damage Ioun Stone, I would support ranged damage rather than melee.
Ranged and spell may also be too good.

Please, reconsider this token.

I wish 2 handed weapons had a built-in mechanic that multiplied total bonus melee damage by 1.5 (round... down probably).


Sounds like an interesting Barbarian ability for the future...
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SUPER FINAL Token Images - ULTRA RARE 1 year 1 month ago #74

Wade Schwendemann wrote:
Melee Ioun stone is really, really good, particularly for Monks and rangers.
Increased damage from a slot that never gave damage before.

In the off hand, it allows choices in 2 handed vs 1 handed plus this.
In both off hands, does the same, but limits ranged weapon options.

Both would allow other classes to catch up to Ranger/Monk

Ioun Stone makes the gap larger.

If we want a damage Ioun Stone, I would support ranged damage rather than melee.
Ranged and spell may also be too good.

Please, reconsider this token.


Agreed. +2 damage for melee is crazy good. It's basically Draco-Lich charm in a less restrictive slot. And unlike Fluorite Cube, you don't need to blow a consumable to use it.
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SUPER FINAL Token Images - ULTRA RARE 1 year 1 month ago #75

Wade Schwendemann wrote: Melee Ioun stone is really, really good, particularly for Monks and rangers.
Increased damage from a slot that never gave damage before.

In the off hand, it allows choices in 2 handed vs 1 handed plus this.
In both off hands, does the same, but limits ranged weapon options.

Both would allow other classes to catch up to Ranger/Monk

Ioun Stone makes the gap larger.

If we want a damage Ioun Stone, I would support ranged damage rather than melee.
Ranged and spell may also be too good.

Please, reconsider this token.


Wade has very good points, here.

I'll admit - the moment I saw the change from Offhand slot item (where I was weighing Pro's and Con's) to Ioun Stone, it jumped to my "Must Have" list and I started thinking about which current IS to drop. Same for many others. That's generally a sign that it's too good.

I'd rather keep it as Offhand. If the "Both offhand slots" text is too difficult, perhaps consider a +1 to hit/+2 Damage item which only takes 1 offhand slot?

Sort of like blending the +2 to hit Completion Brawler's Horn and the Rare +2 damage Brawlers Mug .
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Last edit: by Raven.
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SUPER FINAL Token Images - ULTRA RARE 1 year 1 month ago #76

Raven wrote: Wade has very good points, here.

I'll admit - the moment I saw the change from Offhand slot item (where I was weighing Pro's and Con's) to Ioun Stone, it jumped to my "Must Have" list and I started thinking about which current IS to drop. Same for many others. That's generally a sign that it's too good.

I'd rather keep it as Offhand. If the "Both offhand slots" text is too difficult, perhaps consider a +1 to hit/+2 Damage item which only takes 1 offhand slot?

Sort of like blending the +2 to hit Completion Brawler's Horn and the Rare +2 damage Brawlers Mug .


I really like this idea.
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SUPER FINAL Token Images - ULTRA RARE 1 year 1 month ago #77

Raven wrote:

Wade Schwendemann wrote: Melee Ioun stone is really, really good, particularly for Monks and rangers.
Increased damage from a slot that never gave damage before.

In the off hand, it allows choices in 2 handed vs 1 handed plus this.
In both off hands, does the same, but limits ranged weapon options.

Both would allow other classes to catch up to Ranger/Monk

Ioun Stone makes the gap larger.

If we want a damage Ioun Stone, I would support ranged damage rather than melee.
Ranged and spell may also be too good.

Please, reconsider this token.


Wade has very good points, here.

I'll admit - the moment I saw the change from Offhand slot item (where I was weighing Pro's and Con's) to Ioun Stone, it jumped to my "Must Have" list and I started thinking about which current IS to drop. Same for many others. That's generally a sign that it's too good.

I'd rather keep it as Offhand. If the "Both offhand slots" text is too difficult, perhaps consider a +1 to hit/+2 Damage item which only takes 1 offhand slot?

Sort of like blending the +2 to hit Completion Brawler's Horn and the Rare +2 damage Brawlers Mug .


Off handed items are generally best for rogues, as others either use 2 weapons or fists, shields, 2 handed melee weapons, or 2 handed focus weapons.

That said, off hand item would be a preference to ioun stone.

I get the confusion argument on the off hnd thing. We have had many examples both recently and over the years, I think players can get it.
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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SUPER FINAL Token Images - ULTRA RARE 1 year 1 month ago #78

Matt wrote: I make one last plea about the cloak of shadowskin, I tried taking discussion to another thread and looking like players are preferring a rare is it really too much to ask for our +1 back (to original revision)?

I'm looking forward to volunteering upcoming season, just can't get excited over tokens this year.


+1

Please consider this. It would be a step up from the Cloak of Resistance (which is a rare)
Last edit: by Lordoftherealm.
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SUPER FINAL Token Images - ULTRA RARE 1 year 1 month ago #79

Given that we are coming down to the wire and I didn't see any replies on this, I'm posting it again...

Fiddy wrote: If the crossbow is not a +2 and isn't adding cold damage, then the damage wheel is too high. It should be dropped a couple points. Or it should be a +2 weapon.

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SUPER FINAL Token Images - ULTRA RARE 1 year 1 month ago #80

Wade Schwendemann wrote:

Phrash wrote: Gonna try selling the idea one more time:

Hat of the Hellway
+1 AC and a successful melee attack on a living monster heals wearer 1 hp

I'm... torn between the ioun stone being melee vs ranged. Ranged would be nice since there aren't many ranged damage tokens. Melee would mean I would actually get it.


Melee Ioun stone is really, really good, particularly for Monks and rangers.
Increased damage from a slot that never gave damage before.

In the off hand, it allows choices in 2 handed vs 1 handed plus this.
In both off hands, does the same, but limits ranged weapon options.

Both would allow other classes to catch up to Ranger/Monk

Ioun Stone makes the gap larger.

If we want a damage Ioun Stone, I would support ranged damage rather than melee.
Ranged and spell may also be too good.

Please, reconsider this token.


I agree, the nice thing about the earlier version was it helped classes catch up with Monk and Ranger. Now, Monk and Ranger can add this to both of their attacks and their advantage will increase.
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SUPER FINAL Token Images - ULTRA RARE 1 year 1 month ago #81

Jeff Martin wrote:

Phrash wrote:

Wade Schwendemann wrote:

Phrash wrote: Gonna try selling the idea one more time:

Hat of the Hellway
+1 AC and a successful melee attack on a living monster heals wearer 1 hp

I'm... torn between the ioun stone being melee vs ranged. Ranged would be nice since there aren't many ranged damage tokens. Melee would mean I would actually get it.


Melee Ioun stone is really, really good, particularly for Monks and rangers.
Increased damage from a slot that never gave damage before.

In the off hand, it allows choices in 2 handed vs 1 handed plus this.
In both off hands, does the same, but limits ranged weapon options.

Both would allow other classes to catch up to Ranger/Monk

Ioun Stone makes the gap larger.

If we want a damage Ioun Stone, I would support ranged damage rather than melee.
Ranged and spell may also be too good.

Please, reconsider this token.

I wish 2 handed weapons had a built-in mechanic that multiplied total bonus melee damage by 1.5 (round... down probably).


Sounds like an interesting Barbarian ability for the future...


Maybe overpowered, unless only available for use a limited number of times?
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SUPER FINAL Token Images - ULTRA RARE 1 year 1 month ago #82

Fiddy wrote: Given that we are coming down to the wire and I didn't see any replies on this, I'm posting it again...

Fiddy wrote: If the crossbow is not a +2 and isn't adding cold damage, then the damage wheel is too high. It should be dropped a couple points. Or it should be a +2 weapon.


+1
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SUPER FINAL Token Images - ULTRA RARE 1 year 1 month ago #83

Fiddy wrote: Given that we are coming down to the wire and I didn't see any replies on this, I'm posting it again...

Fiddy wrote: If the crossbow is not a +2 and isn't adding cold damage, then the damage wheel is too high. It should be dropped a couple points. Or it should be a +2 weapon.


I think we can safely add +2 to this without making it too good, but I dont know what others think.

Maybe +1 and drop the wheel one?
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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SUPER FINAL Token Images - ULTRA RARE 1 year 1 month ago #84

Likely too lat but might as well say it.

Maybe add rogue to Clock of quick strike. It seems like a very rogue thing to do.

But not important
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