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TOPIC: 2020 Transmuted Token Images

2020 Transmuted Token Images 1 year 2 months ago #49

Matt Goodman wrote:

Arnold wrote:

Matt Goodman wrote:
I would like to see +1 use of psychic and level 1-7. For the people who have collected the teeth, the current iteration will be moot in what, a year after this prints?


The people who have collected the teeth will still get to transmute an Eldritch token. Then they get to keep the psychic effects.

Seems pretty damned good to me.


I don't get this argument. Are you implying that the eldritch set of 7 teeth will not convey the psychic power levels 1-7? If so, this is major, and I don't believe it's been suggested anywhere....


Token DB states of the to-be-named Eldritch transmute that Psychic tier 8 will be "Unlocked when all seven teeth are transmuted into the final item."

So we know the completed transmute grants PT 8.

tokendb.com/token/1st-tooth-of-cavadar/
Last edit: by Matthew Hayward.
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2020 Transmuted Token Images 1 year 2 months ago #50

Question on Fury:

Various tokens and abilities make reference to a slid "natural 20."

If a Barbarian announces a Fury, and scores a hit, will their slide be considered:

* A slid natural 20
* Just a 20, triggering a standard 2x crit, but not triggering anything that requires a natural 20

?
Last edit: by Matthew Hayward.
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2020 Transmuted Token Images 1 year 2 months ago #51

Is there any chance the Ranger Necklace could be made for Melee as well as Ranged builds?
For instance, the Sharp Shooter (+4/+6) could be a bonus to melee damage as well (+2/+3).

The Animal Friend could be to slide both melee tokens like a Ranger, and slide an animal companion with your dominant hand--like a monk--right after the first slides.
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2020 Transmuted Token Images 1 year 2 months ago #52

In general, these Legendaries seem more powerful than the class Legendaries from last year. Other than the Bardsong increase, they focused on bonus abilities instead of big damage increases. Most of these include big damage increases. I hope some care is taken through this cycle to balance all the class Legendaries, or the classes that got theirs earlier are going to be underpowered. The Druid Legendary already looks really weak compared to all the goodies getting piled onto these Legendaries.
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2020 Transmuted Token Images 1 year 2 months ago #53

Matthew Hayward wrote: Question on Fury:

Various tokens and abilities make reference to a slid "natural 20."

If a Barbarian announces a Fury, and scores a hit, will their slide be considered:

* A slid natural 20
* Just a 20, triggering a standard 2x crit, but not triggering anything that requires a natural 20

?


My thoughts also, does this trigger various Insta kill effects?
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2020 Transmuted Token Images 1 year 2 months ago #54

Mike Steele wrote:

Matthew Hayward wrote: Question on Fury:

Various tokens and abilities make reference to a slid "natural 20."

If a Barbarian announces a Fury, and scores a hit, will their slide be considered:

* A slid natural 20
* Just a 20, triggering a standard 2x crit, but not triggering anything that requires a natural 20

?


My thoughts also, does this trigger various Insta kill effects?


For reference, these are the melee tokens that talk about "natural 20s". Among them include instant kills if the damage dot is correct and a 20 is slid vs: Giants, Evil Outsiders and Dragons.

tokendb.com/token/1-broadsword-of-life-stealing/
tokendb.com/token/1-falchion-of-life-stealing/
tokendb.com/token/1-mithral-long-sword/ (with Mithral Sextet)
tokendb.com/token/2-dagger-of-venom/
tokendb.com/token/2-death-flail/
tokendb.com/token/2-hammer-of-thunderbolts/
tokendb.com/token/2-heavy-trident-of-skewering/
tokendb.com/token/2-holy-avenger/
tokendb.com/token/2-long-spear-of-dragonslaying/
tokendb.com/token/scythe-of-reaping/
tokendb.com/token/wicked-spear/

...And a bunch of uncommon and rare weapons that heal you 1 HP when a natural 20 is slid.
Last edit: by Matthew Hayward.
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2020 Transmuted Token Images 1 year 2 months ago #55

Mike Steele wrote: In general, these Legendaries seem more powerful than the class Legendaries from last year. Other than the Bardsong increase, they focused on bonus abilities instead of big damage increases. Most of these include big damage increases. I hope some care is taken through this cycle to balance all the class Legendaries, or the classes that got theirs earlier are going to be underpowered. The Druid Legendary already looks really weak compared to all the goodies getting piled onto these Legendaries.


+1
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2020 Transmuted Token Images 1 year 2 months ago #56

Justice wrote:

Flik wrote: I think you have to throw Barbarian a bone here honestly. They don’t get cool powers like the other legendaries. Might as well let them do crazy dmg one time per dungeon.

I wouldn’t worry about ruining combats because people dropping the coin on the legendary most likely won’t run PUG normals.




It’s funny how much pally heat is going on. People are sleeping on the Barbarian legendary personally. If it goes through I will be wrecking worlds next year.


+1
Many people are hung up on the "pallies are getting a free neck slot" concept and arguing about extra guard as if the token was going to exist in a vacuum where shadowskins, +15 to heals clerics/bards/druids and fighters and Dex-based classes with similar AC's don't exist.

I think an improved guard (e.g. one that also protected against ranged and/or allowed the paladin to share his saves) would've been more in line with HA lore. Barring that, I hope the extra guard it provides at least stacks with AoG for those that really wanted that.
Last edit: by PalaDan.
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2020 Transmuted Token Images 1 year 2 months ago #57

PalaDan wrote:

Justice wrote:

Flik wrote: I think you have to throw Barbarian a bone here honestly. They don’t get cool powers like the other legendaries. Might as well let them do crazy dmg one time per dungeon.

I wouldn’t worry about ruining combats because people dropping the coin on the legendary most likely won’t run PUG normals.




It’s funny how much pally heat is going on. People are sleeping on the Barbarian legendary personally. If it goes through I will be wrecking worlds next year.


+1
Many people are hung up on the "pallies are getting a free neck slot" concept and arguing about extra guard as if the token was going to exist in a vacuum where shadowskins, +15 to heals clerics/bards/druids and fighters and Dex-based classes with similar AC's don't exist. I hope guard stacks with AoG for those that really wanted that.


Perhaps bump the saves to +4 and drop the additional sacrifice and guard ability? With AoG do Paladin’s need this on the legendary?
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2020 Transmuted Token Images 1 year 2 months ago #58

Lord of Mistakes wrote: Is there any chance the Ranger Necklace could be made for Melee as well as Ranged builds?
For instance, the Sharp Shooter (+4/+6) could be a bonus to melee damage as well (+2/+3).

The Animal Friend could be to slide both melee tokens like a Ranger, and slide an animal companion with your dominant hand--like a monk--right after the first slides.


The Druid legendary only helps one of the Druid play styles, so there is precedent for this. The bigger issue to me is that I don’t think the Legendary closes the gap between a Ranger using BIS and a BIS Rogue using their Legendary and the Assassin’s crossbow. Of this years Legendaries this is the only one I would increase in power.
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2020 Transmuted Token Images 1 year 2 months ago #59

Gem of Last Hope: I kind of liked the last version because it was different from the fallen star Mushroom even though I wasn't really clear how it worked. I would like to see this not take an action and perhaps heal to half hit points.

Lenses of the Owl: like others I'm still confused. My guess is +1 to hit and +1 to damage for ranged attacks including spells? If so pretty nice.

Now the Legendaries.

+5 Holy Avenger: better but there are still complications with having saves on a weapon that can be swapped in the dungeon. Retribution damage is more thematic. People also don't seem to care about the extra sacrifice. I suggest dropping both saves and sacrifice and adding retribution damage.

I still suspect allowing 3 guards is going to cause game design issues with nearly half of melee targets being the Paladin. It also allows more power creep because you can now have three total glass cannons per party.

Monk medallion: I tend to agree if we have Goff ability here perhaps reprint that UR as the base ability. Bigger problem is now this is the most overpowered legendary IMO. My first concern is the stunning fist range of 16-20. If this was a D20 die roll then we would only see a stun 1 of of 5 attacks. But we can control our to-hit roll in TD and the Monk gets two of them. This is almost guaranteeing the monster loses one attack every combat. That seems we will have to make the attacks even more brutal at high levels making a party without this ability left behind.

Then there is the damage. The most powerful damage dealing legendary should be the Barbarian. Arguably it's now the Monk,depending on sliding abilities.

If Barbarian had the legendary they get +16 damage to all combats assuming there are 3 combats per dungeon so they can rage on all of them.

Monk gets +16 damage to all combat no matter how many there are, assuming both pucks hit. And they can stun. And unlike Barbarian they also get +16 damage at ranged.

Compare to the Ranger legendary. With good slides, a Ranger gets +6 to ranged damage and no bonus to melee. A Monk gets up to +16 for both forms of combat.

I thought the Monk legendary was slightly overpowered at +5. Obviously at +8 it's much worse.
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2020 Transmuted Token Images 1 year 2 months ago #60

Matthew Hayward wrote: I love Monk, I'll be transmuting this legendary, but I believe the current version is too strong in combining a large typed damage bonus and also the GoFF "may make melee attacks at range" ability.

It gives:

1. +8 damage on each of two pucks.

2. Allows those two pucks to be slid in melee and at range (if a FoB attack is used).

3. Frees up the hand slot of GoFF Monks, allowing an additional +4/5 STR and thus a further +2/+2 or +3/+3 to melee, and now also at range.

So the Monk is getting access to ~+2/+10 to melee, and also at range.

For comparison, of static damage alone:

* Barbarian is getting +10 untyped melee damage
* Monks are getting +8, +8 sacred damage in both melee and at range

(Barbarians get additional Rage and Fury, Monks get Stun on 16-19, both are very powerful effects, and I sort of think they are a wash without knowing more about the particular combat scenario).


I would either:

a. Pull the Sacred damage back to +5 on the Legendary and +2 or 3 on the relic, or:
b. Pull the GoFF effect off these tokens
(or... c... Make the Barbarian damage +16 Fire damage and Fury may target flying creatures)...

If the GoFF effect is removed I would reprint GoFF in 2020 or 2021.


+1
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