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TOPIC: Super Final Token Artwork...PLEASE PROOF

Re: Super Final Token Artwork...PLEASE PROOF 16 years 5 months ago #49

<br />I just posted the RARES. <br /><br />Feedback please.<br /><br />Regarding the Mace...it does less damage because it has a chance to instantly kill an undead monster.<br /><br />Thanks.<br />

<br /><br />We understand that Jeff, I think we're just making the counter-argument that:<br /><br />A: an anti-undead mace was already released in 2006, so to create yet another such mace that just tackles the killing undead thing from a different angle is a bit meh...it's redundant, a token without a niche. I realize we do need an undead killing mace for 2008 but why not reproduce Gearons? Now, if new cleric weapons are to be released, IMO they really need to have different powers. Why is there such resistance to a Gearons reproduction since the MOD bring nothing significantly new to the table? Was Gearons considered to be overpowered for some reason?<br /><br />B: I've said it many times before, but the MOD is just too situation specific to be chased by anyone other than the guy who has a collection of four score UR tokens.<br /><br />We have been suggesting a different damage structure for the MOD, but in honest this is really just an awkward work around to give usefulness to an item that I can't help but feel should be outright axed and replaced.<br /><br />I guess I'm just asking that these arguments be given serious consideration before the MOD's implementation. I don't mean to take the weapon out of the hands of any clerics out there who are salivating over getting their hands on the thing, and if there are any please speak up and be heard (Gary?) <br /><br />Also, I hope this doesn't in any way offend. I like alot of what was done in 2008, but I call things like I see em, and I think that's better for TD than someone who will always give all 10/10 on everything. Constructive criticism only improves the game, and it is an excellent game with which you have done some truly amazing things Jeff!<br /><br />Anyway, I had previously said I would speak no more of it, but having received agreement on the matter, it's stoked the flames once more so I fear I have regrettably fallen off the wagon!
Insolent fool, why are you not yet kneeling?!?!

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Re: Super Final Token Artwork...PLEASE PROOF 16 years 5 months ago #50

While I like the idea of the Amult of Wonder, I, too, was wondering about it's replacing the UR Special.<br />Now, what's the incentive to buy a future UR Special, when you already own an AoW?  Well, I suppose some people would be nuts enough to buy both.  :)<br /><br />I'm sure it'll work out though.

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Re: Super Final Token Artwork...PLEASE PROOF 16 years 5 months ago #51

  • Douglas
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I was also thinking about the AoW and the UR Special redundancy.  But I assume though that there are going to be two special functions every year from here on out; one for the AoW that directly affects your character (e.g. 4th level, +4 dex, double spells, etc.) and one for the UR Special (e.g. trade in for Artifact token, pick a Purp, part of an Uber recipe, etc.)<br />
"I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use." - Galileo Galilei

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Re: Super Final Token Artwork...PLEASE PROOF 16 years 5 months ago #52

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Plus there may not be special after this year.

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Re: Super Final Token Artwork...PLEASE PROOF 16 years 5 months ago #53

Should Widseth's Magical Lute be a +2 to hit as well as a +2 to damage?

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Re: Super Final Token Artwork...PLEASE PROOF 16 years 5 months ago #54

Jeff,<br />    I believe you when you say it's a bear.  It's just that from that picture it looks like a mountain lion or cougar.<br /><br />Kim
"It's not the years in your life that count, it's the life in your years."Abraham Lincoln

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Re: Super Final Token Artwork...PLEASE PROOF 16 years 5 months ago #55

<br />Should Widseth's Magical Lute be a +2 to hit as well as a +2 to damage?<br />

<br /><br />Gosh, I hope not. It is already a giant step of power creep. It allows one character the equivalent of a free action every round. That's not enough??

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Re: Super Final Token Artwork...PLEASE PROOF 16 years 5 months ago #56

<br />

<br />I have to agree on the Ring of Bear Strength token.  I'd change the name or the picture.<br /><br />Kim<br />

<br /><br />It really is a bear!  Honest!  It just looks a little weird I guess when it is small.  Since I have seen the big photo it is stuck in my head as a bear.<br /><br />I will see what I can do.<br />

<br /><br />Jeff, I've seen brown bears in the wild, and, well, the ring isn't bad. From the brown bear perspective, the muzzle might be a little narrower, the ears should not be pointy, and the lower jaw should definitely be narrower. The muzzle could easily be explained as artistic license. The ears I'm less sure about. No bears(well, at least not brown, black, grizzly, or polar) have pointy ears. Maybe photoshop the ring to make the ears look rounded on the top. Or, possibly, this is all about the angle the ring is being viewed at. What about changing the angle so it's more an aimed from the side and top or staight on from above? That might make things look more in persepctive.

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Re: Super Final Token Artwork...PLEASE PROOF 16 years 5 months ago #57

<br />

<br />I just posted the RARES. <br /><br />Feedback please.<br /><br />Regarding the Mace...it does less damage because it has a chance to instantly kill an undead monster.<br /><br />Thanks.<br />

<br /><br />We understand that Jeff, I think we're just making the counter-argument that:<br /><br />A: an anti-undead mace was already released in 2006, so to create yet another such mace that just tackles the killing undead thing from a different angle is a bit meh...it's redundant, a token without a niche. I realize we do need an undead killing mace for 2008 but why not reproduce Gearons? Now, if new cleric weapons are to be released, IMO they really need to have different powers. Why is there such resistance to a Gearons reproduction since the MOD bring nothing significantly new to the table? Was Gearons considered to be overpowered for some reason?<br /><br />B: I've said it many times before, but the MOD is just too situation specific to be chased by anyone other than the guy who has a collection of four score UR tokens.<br /><br />We have been suggesting a different damage structure for the MOD, but in honest this is really just an awkward work around to give usefulness to an item that I can't help but feel should be outright axed and replaced.<br /><br />I guess I'm just asking that these arguments be given serious consideration before the MOD's implementation. I don't mean to take the weapon out of the hands of any clerics out there who are salivating over getting their hands on the thing, and if there are any please speak up and be heard (Gary?) <br /><br />Also, I hope this doesn't in any way offend. I like alot of what was done in 2008, but I call things like I see em, and I think that's better for TD than someone who will always give all 10/10 on everything. Constructive criticism only improves the game, and it is an excellent game with which you have done some truly amazing things Jeff!<br /><br />Anyway, I had previously said I would speak no more of it, but having received agreement on the matter, it's stoked the flames once more so I fear I have regrettably fallen off the wagon!<br />

<br /><br />Many people don't have Gearon's. Maybe this is a more balanced replacement? I happen to like the idea of balancing things. Power creep may eventually kill the game, so why argue for power creep?

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Re: Super Final Token Artwork...PLEASE PROOF 16 years 5 months ago #58

<br />

<br />

<br />I just posted the RARES. <br /><br />Feedback please.<br /><br />Regarding the Mace...it does less damage because it has a chance to instantly kill an undead monster.<br /><br />Thanks.<br />

<br /><br />We understand that Jeff, I think we're just making the counter-argument that:<br /><br />A: an anti-undead mace was already released in 2006, so to create yet another such mace that just tackles the killing undead thing from a different angle is a bit meh...it's redundant, a token without a niche. I realize we do need an undead killing mace for 2008 but why not reproduce Gearons? Now, if new cleric weapons are to be released, IMO they really need to have different powers. Why is there such resistance to a Gearons reproduction since the MOD bring nothing significantly new to the table? Was Gearons considered to be overpowered for some reason?<br /><br />B: I've said it many times before, but the MOD is just too situation specific to be chased by anyone other than the guy who has a collection of four score UR tokens.<br /><br />We have been suggesting a different damage structure for the MOD, but in honest this is really just an awkward work around to give usefulness to an item that I can't help but feel should be outright axed and replaced.<br /><br />I guess I'm just asking that these arguments be given serious consideration before the MOD's implementation. I don't mean to take the weapon out of the hands of any clerics out there who are salivating over getting their hands on the thing, and if there are any please speak up and be heard (Gary?) <br /><br />Also, I hope this doesn't in any way offend. I like alot of what was done in 2008, but I call things like I see em, and I think that's better for TD than someone who will always give all 10/10 on everything. Constructive criticism only improves the game, and it is an excellent game with which you have done some truly amazing things Jeff!<br /><br />Anyway, I had previously said I would speak no more of it, but having received agreement on the matter, it's stoked the flames once more so I fear I have regrettably fallen off the wagon!<br />

<br /><br />Many people don't have Gearon's. Maybe this is a more balanced replacement? I happen to like the idea of balancing things. Power creep may eventually kill the game, so why argue for power creep? <br />

<br /><br />Like the Broadsword of Life-Stealing.  When it was +2 it was clearly superior to the +2 Longsword, now that it is +1 it is more of a choice of which to use.  I can understand if Jeff doesn't want to reprint Gearon's since it was clearly superior to the +2 Longsword. 

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Re: Super Final Token Artwork...PLEASE PROOF 16 years 5 months ago #59

I'm not neccessarily advocating the reprinting of Gearon's Mace, but a cleric can use Gearon's while they cannot use the +2 longsword so it's not really a choice for them for which to use.  I also have a question about the broadsword of life stealing.  The way it was stated before if you managed to hit a 20 with it, it healed you 6 pts and you did not do crit damage.  Is it still that way or do you get to do crit damage now?<br /><br />Kim
"It's not the years in your life that count, it's the life in your years."Abraham Lincoln

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Re: Super Final Token Artwork...PLEASE PROOF 16 years 5 months ago #60

<br />

<br />

<br />

<br />I just posted the RARES. <br /><br />Feedback please.<br /><br />Regarding the Mace...it does less damage because it has a chance to instantly kill an undead monster.<br /><br />Thanks.<br />

<br /><br />We understand that Jeff, I think we're just making the counter-argument that:<br /><br />A: an anti-undead mace was already released in 2006, so to create yet another such mace that just tackles the killing undead thing from a different angle is a bit meh...it's redundant, a token without a niche. I realize we do need an undead killing mace for 2008 but why not reproduce Gearons? Now, if new cleric weapons are to be released, IMO they really need to have different powers. Why is there such resistance to a Gearons reproduction since the MOD bring nothing significantly new to the table? Was Gearons considered to be overpowered for some reason?<br /><br />B: I've said it many times before, but the MOD is just too situation specific to be chased by anyone other than the guy who has a collection of four score UR tokens.<br /><br />We have been suggesting a different damage structure for the MOD, but in honest this is really just an awkward work around to give usefulness to an item that I can't help but feel should be outright axed and replaced.<br /><br />I guess I'm just asking that these arguments be given serious consideration before the MOD's implementation. I don't mean to take the weapon out of the hands of any clerics out there who are salivating over getting their hands on the thing, and if there are any please speak up and be heard (Gary?) <br /><br />Also, I hope this doesn't in any way offend. I like alot of what was done in 2008, but I call things like I see em, and I think that's better for TD than someone who will always give all 10/10 on everything. Constructive criticism only improves the game, and it is an excellent game with which you have done some truly amazing things Jeff!<br /><br />Anyway, I had previously said I would speak no more of it, but having received agreement on the matter, it's stoked the flames once more so I fear I have regrettably fallen off the wagon!<br />

<br /><br />Many people don't have Gearon's. Maybe this is a more balanced replacement? I happen to like the idea of balancing things. Power creep may eventually kill the game, so why argue for power creep? <br />

<br /><br />Like the Broadsword of Life-Stealing.  When it was +2 it was clearly superior to the +2 Longsword, now that it is +1 it is more of a choice of which to use.  I can understand if Jeff doesn't want to reprint Gearon's since it was clearly superior to the +2 Longsword.  <br />

<br /><br />I don't know that the long sword +2 is really a comparison. Most UR magical weapons have a +2 bonus coupled with a special power. The long sword was just that, a +2 weapon. Though it was a purp, power-wise it wasn't a true UR IMO. Nightshades, the flaming longbow, the keen scimitar...these were purps that one could be proud to own! Again, to me, a worthy purp weapon has 2 aspects:<br /><br />1- its +2 and overall does more damage than a rare counterpart<br /><br />2- has some sort of special additional power<br /><br />(These aren't hard and fast of course, I even suggested the "maul of the titans" earlier that gave no bonus to hit or damage but just had a much bigger damage wheel)<br /><br />Anyway, Gearons mace met both these requirements, and was not at all overpowered. It's just give and take. The MOD has a chance to destroy undead outright, whereas gearons gives +3 damage vs undead. On the average, the MOD has the edge versus undead, but Gearons is more flexible in any fight due to its higher base damage. As far as a balanced replacement, its the MOD that's all lopsided in its abilities. Gearons is far more balanced a weapon IMO.
Insolent fool, why are you not yet kneeling?!?!

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