Matthew Hayward wrote:
Wiltey wrote:
OrionW wrote: I think the +4 is a good trade off for the higher crit. 18+ crit is almost too good as there are going to be some very generous sliding boards.
I could see dropping the crit and going with a +8 hit for true synergy with power attack when using Viv’s, but that would be a different weapon entirely.
As a fighter, I am not interested on more +hit, with group bonuses currently 10 power attack is fairly reasonable when you are at the level of using legendary tokens. 5% crit chance is basically the only benefit at this point over Welfor's with an updated damage wheel. Do you really need to -1 hit for 5% crit chance and +4 damage when this is supposed to be the new generation of weapons?
Not every fighter has Viv's already, and this token gives newer Fighters some choices about what legendary to build.
Crit on 18 doesn't amount to 5% in the app rollers (which are weighted) - it could be more or less though so I think your point there is good.
However in live play, for skilled sliders, the difference between needing to hit a 19-20 versus a 18-20 is a substantial benefit that could contribute much more than 1 additional crit per 20 slides.
One last plea before it goes super duper final…
As a HF, I understand going in that i can’t compete on damage. Endgame will throw up charts, but in my experience Barbarian, melee ranger, and monk all hit harder. DF at least get taunt and retribution builds. More hit when I already max power attack and more damage which will get eclipsed.
+4 is an unnecessary downgrade and the 18-20 crit range is nice, but its just some damage. We’re already having requests to add Barbarian and Paladin. When we get to theirs weapons they’ll be Kilgor’s dame plus some plus banish evil outsider or something.
I think synergy with Viv’s and / or a unique identity for Legendary Fighter (human preferably) is not a bad thing. Kilgor’s should stand on its own, but there is nothing wrong with letting the two pieces work together.
Alternative: +5, same wheel. 19-20 (18-20 with Viv’s). DF: Taunt 2 monsters instead of 1. HF: whirlwind - attack first target as normal, but may deal sword’s damage to everything in room (not bonuses).
This gives DF a defensive identity and additional option at high level play. This gives HF an offensive identity. Barb hits one thing credibly hard, HF is a walking fireball. This only rarely comes up, but let’s them do something cool when it does.
(Keeping the bonus for every creature after the first (or second with double strike) is way to good.
)
(I prefer the +1 to Viv’s double strike, but that didn’t go anywhere on previous suggestions.)
(+8 heal is much better than the +1 originally suggested, but I’d be hacking furniture after combat to reload)