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TOPIC: 2022 Transmuted Kind of

2022 Transmuted Kind of 3 years 4 days ago #37

I agree with comments that the +4 Turkey Leg seems too good. Part of the mystique of the Turkey Legs is that they are a do nothing token. That’s speaking as someone who was later to the game, and scrounged to get a Turkey Leg until a friend secured one for me.
Last edit: by AAckeret.
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2022 Transmuted Kind of 3 years 4 days ago #38

Miathan wrote: Should we have a +2 con bead this coming year when we just got a +3 con bead this year?


^this. IMO +2 STR was fine, or we could go for +DEX, +INT, or some new thing, but not a watered down Master Ale Drinker’s Bead

Potion of Ample Plenty looks nifty though!
dmrzzz's trade thread

Yes, my AC is lower than the Wizard's. No regrets!
Last edit: by David Zych.
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2022 Transmuted Kind of 3 years 4 days ago #39

For the Mystic Staff can we please have it's attack counted as a spell? That one change would make it into the backup weapon Wizards have needed for years.

It's nowhere near an auto hit, even adding +INT modifier to the ranged to hit value. Cut the damage values down to 1/2/3/4 and let it be the backup weapon it's been designed to be. Just make it count as a spell and it's a viable backup weapon that becomes a part of every spellcasting Wizards gear.

As it stands today it's only useful for the Alertness ability, make it a spell and the class have a valid item of last resort.
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2022 Transmuted Kind of 3 years 4 days ago #40

Busy with the wife's "honey do" list today..so no time for a proper review or reading others feedback...but I just wanted to say I really really don't like the Turkey Leg progression. Yeah I get it's funny and people enjoy doing the Turkey leg runs. But to me it takes a lot of enjoyment from the game when a Turkey leg is arguably much better than my +3 Holy Avenger. It makes me feel like everything is just a big joke. Sorry if I don't have a good sense of humor. I'm fine with like a +1 Turkey Leg...haha. But when Turkey leg is the best weapon in the game of Relic level. well, if this stays the same I'll be disappointed.

Edit: Softened my tone, cause it was too negative. I don't like the Turkey legs...sorry.
Last edit: by David Harris.
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2022 Transmuted Kind of 3 years 4 days ago #41

Arcanist Kolixela wrote: For the Mystic Staff can we please have it's attack counted as a spell? That one change would make it into the backup weapon Wizards have needed for years.

It's nowhere near an auto hit, even adding +INT modifier to the ranged to hit value. Cut the damage values down to 1/2/3/4 and let it be the backup weapon it's been designed to be. Just make it count as a spell and it's a viable backup weapon that becomes a part of every spellcasting Wizards gear.

As it stands today it's only useful for the Alertness ability, make it a spell and the class have a valid item of last resort.

So what’s the wizard drawback if they never meaningfully run out of spells? Isn’t the idea “phenomenal cosmic power” that quickly turns into sling bot once those spells are gone?
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2022 Transmuted Kind of 3 years 4 days ago #42

This may be an unpopular opinion, but here goes.

The turkey leg fun was because it was a silly thing to attack with, not an actual weapon. Making it a real weapon of any kind sort of misses the point (to me). I'm fine reprinting it or making it more accessible. Making it better than the (already too good) hammers is not something I'd recommend.

Bead of Heroism: Great, just make the UR a little tougher please. An honorarily named token took its own slot and 2 Ioun Stones while the URTEs were in that slot.

Do we need the Charm to go from Ranged to Melee? What sort of message are we sending by doing so? Melee is better than ranged?

Interesting idea on the 2/3/5 progression for charms. Probably unnecessary. I'll make one either way.

Agree on not putting the date on the potion, but I don't have a better idea.

I think Greater Ring of Fortitude is a more consistent name, though not nearly as fun (and I hate last call!)
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2022 Transmuted Kind of 3 years 4 days ago #43

Endgame wrote:

Arcanist Kolixela wrote: For the Mystic Staff can we please have it's attack counted as a spell? That one change would make it into the backup weapon Wizards have needed for years.

It's nowhere near an auto hit, even adding +INT modifier to the ranged to hit value. Cut the damage values down to 1/2/3/4 and let it be the backup weapon it's been designed to be. Just make it count as a spell and it's a viable backup weapon that becomes a part of every spellcasting Wizards gear.

As it stands today it's only useful for the Alertness ability, make it a spell and the class have a valid item of last resort.

So what’s the wizard drawback if they never meaningfully run out of spells? Isn’t the idea “phenomenal cosmic power” that quickly turns into sling bot once those spells are gone?


The drawback? Other than lowest HP AC and Saves in the group?
And being lower damage even tho they have finite resources?
And being made to use HP as a resource to use their Legendary Necklace?
And their necklace being the ONLY class legendary in the game that has limited uses?

What drawbacks other than that you mean?
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2022 Transmuted Kind of 3 years 4 days ago #44

If the +2 turkey leg is a volunteer token, or patron token it might be in low enough supply it doesn’t matter or be considered kind of a gift to those supporting the game in some fashion.
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2022 Transmuted Kind of 3 years 4 days ago #45

Arcanist Kolixela wrote:

Endgame wrote:

Arcanist Kolixela wrote: For the Mystic Staff can we please have it's attack counted as a spell? That one change would make it into the backup weapon Wizards have needed for years.

It's nowhere near an auto hit, even adding +INT modifier to the ranged to hit value. Cut the damage values down to 1/2/3/4 and let it be the backup weapon it's been designed to be. Just make it count as a spell and it's a viable backup weapon that becomes a part of every spellcasting Wizards gear.

As it stands today it's only useful for the Alertness ability, make it a spell and the class have a valid item of last resort.

So what’s the wizard drawback if they never meaningfully run out of spells? Isn’t the idea “phenomenal cosmic power” that quickly turns into sling bot once those spells are gone?


The drawback? Other than lowest HP AC and Saves in the group?
And being lower damage even tho they have finite resources?
And being made to use HP as a resource to use their Legendary Necklace?
And their necklace being the ONLY class legendary in the game that has limited uses?

What drawbacks other than that you mean?

You say that like AC isn’t basically meaningless, hp can’t be pumped up by +100, and +12-13 all saves isn’t available by using 3 slots
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2022 Transmuted Kind of 3 years 4 days ago #46

You asked for the drawbacks, I gave them to you.
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2022 Transmuted Kind of 3 years 4 days ago #47

Please bin the turkey leg relic. As designed, it's nearly as good as Thor's at relic level with no dex requirement.

As designed, it's straight up better than the relic hammer since it's returning and the relic hammer isn't, with no dex requirement. Seems a bit too early to obsolete a 2019 relic.
Last edit: by Daniel White.
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2022 Transmuted Kind of 3 years 4 days ago #48

There's greater interest here for Earcuff of Orbits. Rather do earcuffs first, then do charms following. Then, can use the Luna name in 2022 and have it make more sense, as a side benefit.
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