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TOPIC: Time to start the 2021 Token dev process

Time to start the 2021 Token dev process 9 months 3 weeks ago #397

Harlax wrote:

Endgame wrote:

Lequinian wrote:

Endgame wrote:

Wade Schwendemann wrote: I like it.

Would we be able to reprint shield.of the Phalanx and make it a little better with

"Must be equipped with shield.of the phalanx" ?

That would further restrict the classes that could take it. Realistically it would be 3 - Paladin, Fighter, and dwarf fighter. Cleric can’t have pointy, and Barbarian is going to stick with 2H melee


Didn’t the Phalanx fight with front team using shields only and back rows using 2 handed spears.

Why not +1 Long Spear of the Phalanx - 2H, +1/other long spear, + AC Bonus from SotP.
And for transmutes, +2 LSotP same, but + total AC from SotP.
Maybe a minus to dex somehow?

I’m going with more of a 300 vibe here, so while not historically accurate, more rule of cool 😎

Plus, if you make it a 2H weapon , you can’t wield it with the shield.


Phalanx tactics were more of a large formation thing. We are operating in a skirmish environment. So history is right out the window from the start.

Not to mention that one wizard with a few fireballs memorized would really be a bad thing for a Phalanx...

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Time to start the 2021 Token dev process 9 months 3 weeks ago #398

Endgame wrote:

Arcanist Kolixela wrote:

Caleb Coey wrote: Since we are talking about ranged slot.
Perhaps having a wizard familiar taking up the ranged slot would be appropriate.

Possible familiar abilities:
+spell dmg
+slide to hit
-magic resist of target for master's spells
Magic reflect or ranged attack deflect or thorns retribution dmg
+ wand dmg
Polymorph bonus to hit and damage (really want a polymorph viable build!)
Ability to cast spells and/or use wands while polymorphed (can make level of spells usable scale up with rarity, common lvl 0 spells only, UC 0-1, R 0-2, UR 0-3)


A familiar could be a good option

Uncommon

Imp Familiar (Damage wheel 1/2/3)
+3 to ranged hit
+1 fire damage to all spells
Uses Spell Damage instead of Ranged Damage modifiers
Druid, Wizards

Rare

Pixie Familiar (Damage wheel 0/1/2)
+4 to ranged hit
+2 healing to spells
+1 Nature Damage to damage spells
Uses Spell Damage instead of Ranged Damage modifiers
Druid, Wizards

Mimic Familiar (Damage wheel 2/3/4)
+4 to ranged hit
+2 to hit and damage while Polymorphed
Uses Spell Damage instead of Ranged Damage modifiers
Druid, Wizards


Ultra Rare

Pseudodragon Familiar (Damage wheel 2/3/3/5)
+5 to Ranged hit
+2 to Damage and Healing Spells
+4 to hit and damage while Polymorphed
1/game recast a previously expended 1st level spell
Uses Spell Damage instead of Ranged Damage modifiers
Druid, Wizards

These are insanely high powered for a ranged slot. Just +3 to hit doesn’t exist on anything under ultra rare - why put it on an uncommon?


For the same reason that Wizard slide spells attack a static AC of 15. The class is intended to be spell power focused and these are intended to be used by a spell power focused Wizard with an average chance to hit targets as other classes. Due to the class design they need a to-hit boost to compensate for the lower natural bonuses via gear.

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Time to start the 2021 Token dev process 9 months 3 weeks ago #399

Fiddy wrote: I don't like the idea of bumping Druid healing without bumping Cleric healing. Druids already have so many benefits to playing them, please don't give them potentially better healing bonuses too.


Fair point. It might be best to limit familiars to the Wizard class

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Time to start the 2021 Token dev process 9 months 3 weeks ago #400

James Bennett wrote: I am liking this idea but I thought I'd throw two things out for consideration:

  • Should this kind of weapon use INT for the hit modifier? That might smooth things out instead of adding a flat ranged attack modifier.
  • If adding the full spell damage modifier feels too strong maybe it could only be used every other round like a heavy crossbow?


There's exactly 3 tokens in the game that affect the INT stat and the ones that do only modify it by 3 to 4 points.
That could be a good potential option except making this change would moderately to significantly reduce the to hit chance of the Wizard given current tokens.
Also without INT affecting spell damage there is no reason create new tokens that increase INT as it is in all other ways a dead stat.

As for the damage bonus being too much I'd question the damage available on ranged attacks for other classes. I know for one that Monks can massively outdamage it via both Shuriken and flying fist gloves and Rangers can hit similar damage with one of several different bows.

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Time to start the 2021 Token dev process 9 months 3 weeks ago #401

I see the reasons for avoiding adding Druid and giving them another source of healing boost so let's look purely at Wizard for Familiars.


Uncommon

Imp Familiar (Damage wheel 1/2/3)
+3 ranged to hit
-2 to melee hit
+1 fire damage to all spells
Uses Spell Damage instead of Ranged Damage modifiers
Wizard only

Rare

Mimic Familiar (Damage wheel 2/3/4)
+4 ranged to hit
+2 to hit and damage while Polymorphed
Uses Spell Damage instead of Ranged Damage modifiers
Wizard only


Ultra Rare

Pseudodragon Familiar (Damage wheel 2/3/3/5)
+5 to Ranged hit
+3 Shock Damage to Spells
+4 to hit and damage while Polymorphed
1/game recast a previously expended 1st level spell
Uses Spell Damage instead of Ranged Damage modifiers
Wizard only

From there the Familiar could actually be the Legendary path (potentially?)

Relic

Aetheric Pseudodragon Familiar (Damage wheel 3/4/5/6)
+6 to Ranged hit
+4 Shock Damage to Spells
+5 to hit and damage while Polymorphed
1/game recast a previously expended 1st lor 2nd level spell
Uses Spell Damage instead of Ranged Damage modifiers
Wizard only

Legendary

Arcanist's Will-O-Wisp (Damage wheel 5/6/7/8)
+7 to Ranged hit
+6 Nature Damage to Spells
+7 to hit and damage while Polymorphed
2/game recast a previously expended spell
Uses Spell Damage instead of Ranged Damage modifiers
Wizard only

Arcanist name is a placeholder of course :)

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Time to start the 2021 Token dev process 9 months 3 weeks ago #402

Arcanist Kolixela wrote:

Endgame wrote:

Arcanist Kolixela wrote:

Caleb Coey wrote: Since we are talking about ranged slot.
Perhaps having a wizard familiar taking up the ranged slot would be appropriate.

Possible familiar abilities:
+spell dmg
+slide to hit
-magic resist of target for master's spells
Magic reflect or ranged attack deflect or thorns retribution dmg
+ wand dmg
Polymorph bonus to hit and damage (really want a polymorph viable build!)
Ability to cast spells and/or use wands while polymorphed (can make level of spells usable scale up with rarity, common lvl 0 spells only, UC 0-1, R 0-2, UR 0-3)


A familiar could be a good option

Uncommon

Imp Familiar (Damage wheel 1/2/3)
+3 to ranged hit
+1 fire damage to all spells
Uses Spell Damage instead of Ranged Damage modifiers
Druid, Wizards

Rare

Pixie Familiar (Damage wheel 0/1/2)
+4 to ranged hit
+2 healing to spells
+1 Nature Damage to damage spells
Uses Spell Damage instead of Ranged Damage modifiers
Druid, Wizards

Mimic Familiar (Damage wheel 2/3/4)
+4 to ranged hit
+2 to hit and damage while Polymorphed
Uses Spell Damage instead of Ranged Damage modifiers
Druid, Wizards


Ultra Rare

Pseudodragon Familiar (Damage wheel 2/3/3/5)
+5 to Ranged hit
+2 to Damage and Healing Spells
+4 to hit and damage while Polymorphed
1/game recast a previously expended 1st level spell
Uses Spell Damage instead of Ranged Damage modifiers
Druid, Wizards

These are insanely high powered for a ranged slot. Just +3 to hit doesn’t exist on anything under ultra rare - why put it on an uncommon?


For the same reason that Wizard slide spells attack a static AC of 15. The class is intended to be spell power focused and these are intended to be used by a spell power focused Wizard with an average chance to hit targets as other classes. Due to the class design they need a to-hit boost to compensate for the lower natural bonuses via gear.

Using the same logic, i would like to request a +10 to hit cleric melee weapon so I don’t need to compromise my healing while still getting the same hit bonus as the monk in my party

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Time to start the 2021 Token dev process 9 months 3 weeks ago #403

Endgame wrote: Using the same logic, i would like to request a +10 to hit cleric melee weapon so I don’t need to compromise my healing while still getting the same hit bonus as the monk in my party


Please take this pedantic negativity elsewhere. There's precedence in the existing class design for Wizards to target a lower AC. My suggestion avoids attaching a static AC which people react extremely negatively to.

Comparing a healing based cleric attack stat to a damage based wizard attack stat is not equivalent

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Time to start the 2021 Token dev process 9 months 3 weeks ago #404

Arcanist Kolixela wrote:

Endgame wrote: Using the same logic, i would like to request a +10 to hit cleric melee weapon so I don’t need to compromise my healing while still getting the same hit bonus as the monk in my party


Please take this pedantic negativity elsewhere. There's precedence in the existing class design for Wizards to target a lower AC. My suggestion avoids attaching a static AC which people react extremely negatively to.

Comparing a healing based cleric attack stat to a damage based wizard attack stat is not equivalent

Creating a single token at uncommon at greatly higher benefits than a ur for everyone else is not realistic. If you want to hit a static ac, cast a spell. If you want to hit with ranged attacks, equip lenses of the fae / goggles of seeking, moonhide/ starhide robe, exalted creeper amulet, switch kilt to dex, etc.

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Time to start the 2021 Token dev process 9 months 3 weeks ago #405

Endgame wrote:

Arcanist Kolixela wrote:

Endgame wrote: Using the same logic, i would like to request a +10 to hit cleric melee weapon so I don’t need to compromise my healing while still getting the same hit bonus as the monk in my party


Please take this pedantic negativity elsewhere. There's precedence in the existing class design for Wizards to target a lower AC. My suggestion avoids attaching a static AC which people react extremely negatively to.

Comparing a healing based cleric attack stat to a damage based wizard attack stat is not equivalent

Creating a single token at uncommon at greatly higher benefits than a ur for everyone else is not realistic. If you want to hit a static ac, cast a spell. If you want to hit with ranged attacks, equip lenses of the fae / goggles of seeking, moonhide/ starhide robe, exalted creeper amulet, switch kilt to dex, etc.


Cool, so just add a cantrip spell to the Wizard class that slides against a target 15 AC for 1 damage that does not have charges so we have something to use once spells run out.

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Time to start the 2021 Token dev process 9 months 3 weeks ago #406

Ok, I'm not sure exactly where we went off the rails, but let's make sure we are discussing something constructive.

Should wizards have a weapon that allows them to have the abilities of other classes once an ability other classes don't have runs out?

If they should, shouldd druids also have such an ability?

I would submit they should not. Others may disagree.
First ever death in True Horde
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My token shop/trade thread: Wade's Wide World of Wonder 

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Time to start the 2021 Token dev process 9 months 3 weeks ago #407

Wade Schwendemann wrote: Ok, I'm not sure exactly where we went off the rails, but let's make sure we are discussing something constructive.

Should wizards have a weapon that allows them to have the abilities of other classes once an ability other classes don't have runs out?

If they should, shouldd druids also have such an ability?

I would submit they should not. Others may disagree.


I have no idea what you are referring to here.

What ability of other classes is the Wizard getting? The ability to continue to participate in combat and have the ability to have those attacks deal damage?

Could you specify what you are saying because I have no idea what you are referencing?

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Time to start the 2021 Token dev process 9 months 3 weeks ago #408

And it's probably not worth commenting on the Druid class having access to the skills of other classes...

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