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TOPIC: Final-Final Token Images (minor tweaks this round)

Final-Final Token Images (minor tweaks this round) 2 years 5 days ago #61

OrionW wrote:

Endgame wrote:

OrionW wrote:
I agree that a Wizard robe would be an interesting token, but that is not what this is. This is an item that will cause a Cleric or Druid to break a set bonus or give up an extra figurine to equip. And while a Wizard could also give up the extra figurine to equip I sure hope the extra Int on Aaron’s makes it a slam dunk for Wizards after the new class cards. This is an interesting choice for Clerics and Druids and I hope it stays as is.

Quick thought - URs should not be competing with legendary tokens. If the intent is to compete with sunhide robe, then this should probably be a +2 at ur, +3 at relic, and +5 at legendary item.


I would use Lucky or Death Knight over Aaron’s already so this is where we are. Aaron’s will come into its own when the Int is useful again.

If this is truly the case, that 2str ( +1 hit and damage ) from death Knight mail is better than 9 Dex, then you’ve nicely shown why these robes are likely over the top. I know nether brute armor was a legit choice in 2020 builds (2ac, 1str) so it’s not the AC that Poly builds are after. The extra 34 spell damage and 12 Healing are no joke either, and the Poly + spell Druid gets to add both.

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Last edit: by Endgame.

Final-Final Token Images (minor tweaks this round) 2 years 5 days ago #62

I was lying down to try to sleep when I got this idea. Posting from phone so not going to explain basis of it in depth tonight.

Necklace of the Not-Zephyr

Cast non-damaging spell as Free Action. (1/room)

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Final-Final Token Images (minor tweaks this round) 2 years 4 days ago #63

Ian Lee wrote: I was lying down to try to sleep when I got this idea. Posting from phone so not going to explain basis of it in depth tonight.

Necklace of the Not-Zephyr

Cast non-damaging spell as Free Action. (1/room)


You want to make it WORSE?

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Final-Final Token Images (minor tweaks this round) 2 years 4 days ago #64

The UR Robe seems like it's trying to do too much. Plus it seems a bit OP. Based on others comments and Jeff's responses why not do the following:

For this year - Robe of Healing:
1st-3rd level healing Spells get +3 total healing. Keep the classes Bard, Cleric, Druid.

Next year: Robe of ????
1st-3rd level damage Spells & polymorph damage get +3 total damage. Make the classes Druid and Wizards.

This satisfies all classes and gives the Druids an interesting choice to make between wearing a healing robe or a damage robe based on the build route they want to pursue. And you could keep it +4 if you wanted but that seems a bit OP. Plus you now have one less Token to worry about designing next year!
"Many of the truths we cling to depend greatly on our point of view" - Obi Wan Kenobi

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Final-Final Token Images (minor tweaks this round) 2 years 4 days ago #65

Just looked at the UR Gloves and I feel the same way about them as I do about the UR Robe. Too much on one Token. This year Gloves of the Deadshot provide +3 to hit with Ranged and a set bonus. This seems reasonable for UR Gloves. Adding the healing to the Gloves seems too much. Why not reprint Gloves of Weapon Finesse which was last printed 10 years ago in 2013 and then next year give the healing classes a cool UR set of Gloves? Maybe a +3 to Healing instead of +2.
"Many of the truths we cling to depend greatly on our point of view" - Obi Wan Kenobi

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Final-Final Token Images (minor tweaks this round) 2 years 4 days ago #66

Looking good to me, thank you for renaming the Bead of Dark Resistance. Changing the tome to a free action is a good call to avoid potential timing conflicts - one which immediately comes to mind is increasing your AC in response to being targeted, effectively making a monster skip a turn. I'm sure there are others.

I understand the reasoning behind making the IS Kyanite Cube more powerful, and I'm glad it's going to be rebalanced so it's not +3 damage which I agree would be too much of a jump. It's not great that I jut picked up a Banshee Prism last year as PYP, and now there's now going to be a new PYP token which is directly better, but it is what it is. This looks like a good set overall.

I really like the changes to the partcipation tokens, especially the two URs which now feel like interesting options without being too powerful.
I play Rogue. Occasionally I even play Rogue well.

Current Rogue Build

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Last edit: by Iross.

Final-Final Token Images (minor tweaks this round) 2 years 4 days ago #67

Jeff, not knowing what your plan is for the transmute TE in a few years, it is tough to give feedback on the change to the Bead of Bounty. But, by lowering the BoB to +2, you may need to get creative with the other pieces of the transmute if the overall bonus will be close to the bonus of the CoA.

It also feels slightly odd to be limiting the power of the BoB based on logic that a slot expander may someday exist. The Charm Necklace was already out (2012) when CoGF came out (2013). So Charms already had gained slots when that TE was made. I don't think there is a need to drop BoB's bonus.

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Final-Final Token Images (minor tweaks this round) 2 years 4 days ago #68

Jeff Martin wrote:

Endgame wrote:

ini wrote:

Maybe we can take a half-step and do +2 damage and then something like -1 from Cold?


For what it's worth, I like something like that a lot. I think that still adds the neat factor while not being 50% better than the last version from just two years ago. I say this as someone who throws a lot of ranged attacks. :)

I agree. Something along these lines feels less bad than a straight 50% damage increase. It’s still creep but not as bad.

I still Think you have room to do less damage and more other ability if you wanted to have variety. Thoughts include:

+1 damage (melee and Ranged)
And one of:
+1 ac
+1 saves
-3 damage to element like cold
+1 regen


Let's go with this idea so it is all themed together....and a template forward perhaps.


+1. I like how this gives you options going forward for years across both melee and ranged. Given the Ruby trio participation tokens you could even opt for separating missile, spells and melee if you so choose.

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Final-Final Token Images (minor tweaks this round) 2 years 4 days ago #69

Rob F wrote: Just looked at the UR Gloves and I feel the same way about them as I do about the UR Robe. Too much on one Token. This year Gloves of the Deadshot provide +3 to hit with Ranged and a set bonus. This seems reasonable for UR Gloves. Adding the healing to the Gloves seems too much. Why not reprint Gloves of Weapon Finesse which was last printed 10 years ago in 2013 and then next year give the healing classes a cool UR set of Gloves? Maybe a +3 to Healing instead of +2.

The gauntlets ARE gloves of weapon finesse for everyone but Cleric and Druid. Cleric and Druid will now have to choose between superior combat options (especially brute) vs having weapon finesse with a Healing kicker.

Honestly, the problem with the gloves of weapon finess is that gloves of the brute basically obsoleted them - in many cases they give you the same +3 hit and also +3 damage.

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Last edit: by Endgame.

Final-Final Token Images (minor tweaks this round) 2 years 4 days ago #70

Daniel White wrote: May I suggest Robe of Peril instead? Jeopardy has a very...specific connotation that comes with theme music.


I know what your thinking, but Weird Al came to my mind...."I lost on Jeopardy, baby, Ooh, a oh oh!"

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Last edit: by David Harris.

Final-Final Token Images (minor tweaks this round) 2 years 4 days ago #71

I don’t understand, wizards already don’t get armor, and those robes seem above the curve already, a relic would likely be untenable with a UR already that powerful. Maybe wizards are getting a power rewrite that we lack visibility to so this makes more sense, but they should have power robes that nobody else can use, assuming character balance is done with token design and not through the character card.

Aron’s mystical robes
5 dex 15 to damage with ranged, may up-cast any spell by marking a higher tier spell to add 10 damage to the spell target.
Wizard legendary

Should probably have something compelling in the other “legendary” slot for the year to continue to draw from that perspective. A map of appropriate power and cost should also exist for a sink on a more immediate level.

The token set looks good otherwise, love the dark guidance bead, rogues will have a lot to choose from starting next year in the bead slot, build diversity will be a thing for them.

The updated ioun is better than then +3, stars around the edges are needed.
--
macXdmg
Monk of the Painda Order
Bard of the College of Sick Beats

Trade thread truedungeon.com/forum?view=topic&catid=61&id=253064#406060

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Final-Final Token Images (minor tweaks this round) 2 years 4 days ago #72

Endgame wrote:

Rob F wrote: Just looked at the UR Gloves and I feel the same way about them as I do about the UR Robe. Too much on one Token. This year Gloves of the Deadshot provide +3 to hit with Ranged and a set bonus. This seems reasonable for UR Gloves. Adding the healing to the Gloves seems too much. Why not reprint Gloves of Weapon Finesse which was last printed 10 years ago in 2013 and then next year give the healing classes a cool UR set of Gloves? Maybe a +3 to Healing instead of +2.

The gauntlets ARE gloves of weapon finesse for everyone but Cleric and Druid. Cleric and Druid will now have to choose between superior combat options (especially brute) vs having weapon finesse with a Healing kicker.

Honestly, the problem with the gloves of weapon finess is that gloves of the brute basically obsoleted them - in many cases they give you the same +3 hit and also +3 damage.


Well Brute does have the -2 DEX drawback. -1 Ranged, -1 Reflex, -1 AC. I MIGHT even go so far as saying go +4 to Hit. I just don't like blending the to hit and healing, I'd rather see a melee gloves this year for the melee types and a healing gloves next year for the healing classes.
"Many of the truths we cling to depend greatly on our point of view" - Obi Wan Kenobi

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