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TOPIC: Token Images Going to Print! < No Longer True!

Token Images Going to Print! 3 years 6 months ago #13

Mike Steele wrote:

Arcanist Kolixela wrote: Should the Wizard Relic say 3 Mage Power per room or 3 Channels per room?
At the very minimum this is our main question


It seems like it would be one channel per room since it says "as MEC" and that's the MEC restriction.


Yes but that's the main question. The wording has changed abiguously several times.

And IF it is 1 channel per room the Legendary provides no benefit over the Relic other than 2 new, highly overpriced abilities.

Seems like a design where the Legendary has little to no power bonus over the Relic is a bad idea right?
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Token Images Going to Print! 3 years 6 months ago #14

Arcanist Kolixela wrote:

Mike Steele wrote:

Arcanist Kolixela wrote: Should the Wizard Relic say 3 Mage Power per room or 3 Channels per room?
At the very minimum this is our main question


It seems like it would be one channel per room since it says "as MEC" and that's the MEC restriction.


Yes but that's the main question. The wording has changed abiguously several times.

And IF it is 1 channel per room the Legendary provides no benefit over the Relic other than 2 new, highly overpriced abilities.

Seems like a design where the Legendary has little to no power bonus over the Relic is a bad idea right?


Jeff said he's going to write it up when he gets a chance.

Patience.

truedungeon.com/forum?view=topic&catid=640&id=251692&start=120#380762

Jeff Martin wrote: Final note: I have done a poor job of explaining the Mage Power thing, so I will not comment again until I have it written up well. Thanks for your patience.

Last edit: by Matthew Hayward.
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Token Images Going to Print! 3 years 6 months ago #15

Jeff: MAJOR ISSUE!!!

You uploaded the wrong MEC. That one is the original text that doubles base damage including skill check. That was the language you want to move away from!

:blush: Nevermind. I didn’t refresh...
I play Wizard.
Last edit: by Anthony Barnstable.
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Token Images Going to Print! 3 years 6 months ago #16

  • NightGod
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FatalDrakkon wrote: They look fantastic! Can't wait to see the death knight set bonus!

Wait no longer!!
Set Bonus: Deals 4 pts of damage to any monster that hits wearer in melee

truedungeon.com/forum?view=topic&defaultmenu=141&catid=640&id=251691&start=144#380670
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Token Images Going to Print! 3 years 6 months ago #17

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Anthony Barnstable wrote: Jeff: MAJOR ISSUE!!!

You uploaded the wrong MEC. That one is the original text that doubles base damage including skill check. That was the language you want to move away from!

You might need to refresh, this is what I see.

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Last edit: by NightGod.
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Token Images Going to Print! 3 years 6 months ago #18

Thinking about Wizard potential damage. Let's assume that a Wizard has 51 HP, and 35 spell damage bonus, as well as that spell damages on the card will double (per Jeff).

A Wizard with the Relic or Legendary can cast a 40 point lightning storm, 35 points bonus spell damage, 100 points of Channel damage (bringing HP to 1) for 175 points as a Free Action. The Wizard can also cast a 36 point scorching ray plus 35 points bonus spell damage for another 71 points of damage as a Standard Action. That is 246 points of damage in one round by one Wizard.
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Token Images Going to Print! 3 years 6 months ago #19

I think the thing we're still waiting on with respective to the wizard items is Jeff's writeup. I say we give him the time to do so. We don't know what changes he may have made to the mage or archmage powers from the list we originally saw. It is possible he made none, but I don't want to speculate until I know for sure.
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Token Images Going to Print! 3 years 6 months ago #20

Matthew Hayward wrote:

Anthony Barnstable wrote: Jeff: MAJOR ISSUE!!!

You uploaded the wrong MEC. That one is the original text that doubles base damage including skill check. That was the language you want to move away from!


Refresh your browser cache (on PC by holding down shift while you reload.

Here's the token that is in Jeff's post:

Attachment not found


Also the wrong image :P

If your MEC does not say 1 Channel/room you have the wrong image
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Token Images Going to Print! 3 years 6 months ago #21

I don't know what happened at the very end of this but Rogues got short changed in terms of the Rare Neck piece. Other classes got Necks guaranteed to help them. Rogues initially had a guaranteed bonus (+2 hit I think) and in the last revision no number restriction on SA, but that also got nerfed?

For Rogues this is comes out to maybe, once per game, they will have a chance to possibly do 15 extra damage (this is often after one full round delay if they don't have the tokens to reduce that). Which is likely as this was geared to newer players. In addition, the boots from this year for SA that allow do do this without 1 rd delay daze them if they miss.

For this to be useful.
1. A monster has to have an immunity, (token is useless to that point, and I don't believe all runs have immune monsters). It also only works once per game, so if they miss that tiny 20, that one time, they are out of luck and that neck token did nothing for them.
2. They have to be very skilled at sliding, most new players are not, or really lucky on VTD rolling, the chance of newer players hitting 20 is pretty minimal.
3. If they do hit 20, they then have to pray a wild slide from some other party member doesn't bump them away (which happens all the time).

The Rogue has the only token without a guaranteed benefit, and more importantly the benefit isn't even fully under their own control because any other player can, and likely will ruin it for them by knocking their slide away. Ruined sneak attacks is much more likely to happen with the newer players this token is made for. Several versions of this neck were quite reasonable, with added hit for instance, even or giving them the ability permanently was slightly better but this got nerfed to the point of being underwhelming when compared to other classes.

For comparison.

Monk - Gets guaranteed HP, and a chance at additional healing multiple times.
Barbarian gets guaranteed damage per each hit all game
Cleric gets guaranteed a huge 40 HP heal
Fighter gets guaranteed "19-20" crits
Wizards get guaranteed recover spells
Bard gets guaranteed spell additions
Ranger gets guaranteed +dmg increase
Druid gets guaranteed spell additions
Paladin gets guaranteed dmg increase and an extra guard
Rogue slim chance to do damage, using their normal class ability, once per game, maybe.

I'm well leveled passed this token so this doesn't impact me, but it will impact the new players.

This token shouldn't be limited to once per game, and it should either add to dmg, or to hit as it did originally.
Please check out my trade post located here!
Last edit: by Guedoji.
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Token Images Going to Print! 3 years 6 months ago #22

Not a major issue, but on Sacred Necklace the phrase "(or Restore Spell)" being in parentheses seems like it might be confusing.
Last edit: by James Bennett.
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Token Images Going to Print! 3 years 6 months ago #23

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Mike Steele wrote: Thinking about Wizard potential damage. Let's assume that a Wizard has 51 HP, and 35 spell damage bonus, as well as that spell damages on the card will double (per Jeff).

A Wizard with the Relic or Legendary can cast a 40 point lightning storm, 35 points bonus spell damage, 100 points of Channel damage (bringing HP to 1) for 175 points as a Free Action. The Wizard can also cast a 36 point scorching ray plus 35 points bonus spell damage for another 71 points of damage as a Standard Action. That is 246 points of damage in one round by one Wizard.

Yup, that math looks right. And then they have 1hp and an angry mob to deal with.

But, as Dave said, Jeff has said there's more information to come, so this is still somewhat speculative.
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Token Images Going to Print! 3 years 6 months ago #24

Uncommons have Dwarven Death Axe as 2h weapon. Rares have +1 Dwarven Decapitator as 1h weapon. No longer linkaage between the two? Note that by changing to axe, there are axe related tokens in prior years.
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