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TOPIC: 2022 Transmuted Kind of

2022 Transmuted Kind of 3 years 4 days ago #61

I don’t think we need a +2 Con bead next year when we just got a +3 Con bead this year.
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2022 Transmuted Kind of 3 years 4 days ago #62

Gentlegiant303 wrote: There is already a Bead of the Bear. It was a 2021 completion token, so that name needs to be changed


2021 Completion Token is Bead of the Dire Bear. Carry on.
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2022 Transmuted Kind of 3 years 4 days ago #63

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?


Whenever I see Wizards posting about the lowest AC and hp I just have to say.. That's because their Wizards. Wizards are supposed to have the lowest AC and hp. In reality though, Wizards have some of the highest AC numbers in the game which in turn makes their low hp less of an issue. Unless of course there's no Paladin in the party or they are not guarding the Wizard, both of which are very rare.
"Many of the truths we cling to depend greatly on our point of view" - Obi Wan Kenobi
Last edit: by Rob F.
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2022 Transmuted Kind of 3 years 4 days ago #64

Daniel White wrote:

Loremaster wrote:

Arcanist Kolixela wrote:

Loremaster wrote: +4 charms for a bracer-slot is a significant expansion of power-creep for the game, and the turkey leg is goofy and diminishes why those runs were cool to begin with.


It fills more than half of the charm expansion in a single token.

The promised earcuff transmute in 2023 fills the Ioun Stone expansion cap in a SINGLE TOKEN.

Both of those seem like bad things.


It's going to put an abyss between players with these and those without; and it will diminish combat in this game to a fleeting meh.


Honestly I kind of don't want legendary/relic slot expanders at all, either. I get that it's an auto-buy, but...yeah....not a direction I am thrilled about.


I'm in this club and hope the Relic/Legendary Bracelets eventually get nixed. However, they've made it through a few passes already
"Many of the truths we cling to depend greatly on our point of view" - Obi Wan Kenobi
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2022 Transmuted Kind of 3 years 4 days ago #65

Rob F wrote:

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?


Wenever I see Wizards posting about the lowest AC and hp I just have to say.. That's because their Wizards. Wizards are supposed to have the lowest AC and hp. In reality though, Wizards have some of the highest AC numbers in the game which in turn makes their low hp less of an issue. Unless of course there's no Paladin in the party or they are not guarding the Wizard, both of which are very rare.


Yes of course it's because we are Wizards. But he was asking what drawbacks being a Wizard has if we get a reusable spell attack and can't run out of spells.

Lowest AC in the game (mitigated by having a paladin guard if they are built for AC)
Low HP (mitigated by equipping HP/CON boosting tokens, many of which conflict with our spell damage boosting token options)
Limited Resources (HP used as a resource for the class legendary. Class legendary limited to 1 use per room for each ability)
Lower Damage output than other pure DPS classes, gap increasing for every combat round past round 1.

Those are the drawbacks for playing Wizard, mitigated or not that's what exists in design.

What I am asking for is a single weapon that can convert my spell damage into a standard sliding attack for the situations where my spells are all expended (which happens in sealed events, early normal/hardcore runs, challenge runs, Hardcore and Nightmare grind events, True Horde and other similar events)

I literally want the ability to continue contributing to the event at a similar level when my spells run out. That's literally all I am asking for. Let me spell damage build Wizard have a way to make my spell damage build tokens continue to have function once my spells run out since there's no existing level 0 damage spell that doesn't run out of charges.
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2022 Transmuted Kind of 3 years 4 days ago #66

Dougout wrote:

Gentlegiant303 wrote: There is already a Bead of the Bear. It was a 2021 completion token, so that name needs to be changed


2021 Completion Token is Bead of the Dire Bear. Carry on.


Bead of the Bear is the Uncommon version for +2 Fort so both Bear and Dire Bear have already been used.

This year we have Master Ale Drinker’s Bead a 4 star that grants +3 to Con, so I don't think we need another 4 star that give +2 to Con. Perhaps back to Strength. Make the rare +2 Str/ -1 Dex or Con and then Bead of Brawn (or the like) for +2 Str.

Bead of Heroism is Hawt!

Please no Turkey Leg transmute :unsure:
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2022 Transmuted Kind of 3 years 4 days ago #67

The new bead can be DEX, which is neither STR nor CON.

Bead of the Cheetah
Bead of the Hare
Bead of the Wildcat
Bead of the Mongoose
Bead of Alacrity
Bead of Quickness
Bead of Speed (I have a need for a Bead of Speed)

Whatever.

While STR didn't come first this time, there's still no particular reason that STR can't come last in a cycle for a change. +3 DEX is also not as game impacting as STR.

Of course, even better would be +3 INT rather than any physical attribute. Can figure out what those variations would get called.
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2022 Transmuted Kind of 3 years 4 days ago #68

Wo Potion of Ample Plenty!? Tell me more~

I don't know much about the turkey leg stuff... But, if it is suppose to be kinda a joke I would change the damage wheel to all the same number equal to the to-hit bonus. (Perhaps make the too hit bonus higher?)
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2022 Transmuted Kind of 3 years 4 days ago #69

Daniel White wrote: Honestly I kind of don't want legendary/relic slot expanders at all, either. I get that it's an auto-buy, but...yeah....not a direction I am thrilled about.


On the whole I think I agree it would be better not to have legendary slot expanders at all.

If we must have one, though, I'll propose this idea once more:

reinstate Earcuff of Orbits
relic earcuff: +2 IS, +1 Charm
Luna's Earcuff: +2 IS, +2 Charm, may not equip relic

This avoids hitting the IS cap in a single token next year, and avoids permanently slot-locking wrists this year, both of which promote more build diversity than the current design.
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Yes, my AC is lower than the Wizard's. No regrets!
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2022 Transmuted Kind of 3 years 4 days ago #70

Ian Lee wrote: The new bead can be DEX, which is neither STR nor CON.

Bead of the Cheetah
Bead of the Hare
Bead of the Wildcat
Bead of the Mongoose
Bead of Alacrity
Bead of Quickness
Bead of Speed (I have a need for a Bead of Speed)

Whatever.

While STR didn't come first this time, there's still no particular reason that STR can't come last in a cycle for a change. +3 DEX is also not as game impacting as STR.

Of course, even better would be +3 INT rather than any physical attribute. Can figure out what those variations would get called.


Dex or Int sound great! No reason it has to be an animal name - the Con bead is Master Ale Drinker's Bead

To keep with the nautical theme for an Int bead maybe something like:

Stargazer's Bead
Bead of Nautical Navigation
Bead of Silver Sea
Bead of Silver Sea Navigation

Dex could be:
Bead of the Swift Currents
Bead of Expeditious Cruising
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2022 Transmuted Kind of 3 years 4 days ago #71

Since others are expressing their opinions, I just want to voice my strong preference to keep the Charm Bracelet transmute. I'm still missing my Charm Necklace and without it I currently have no path to max out charm slots. You can still max out IS slots with any 2 of the current slot expanders. Without this transmute, most classes that have their class legendary in the neck slot have no ability to use all of the available charm slots. Without the ability to use more slots new charms would have to be increasingly powerful or they won't be used or desired.
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2022 Transmuted Kind of 3 years 4 days ago #72

Dave wrote: Since others are expressing their opinions, I just want to voice my strong preference to keep the Charm Bracelet transmute. I'm still missing my Charm Necklace and without it I currently have no path to max out charm slots. You can still max out IS slots with any 2 of the current slot expanders. Without this transmute, most classes that have their class legendary in the neck slot have no ability to use all of the available charm slots. Without the ability to use more slots new charms would have to be increasingly powerful or they won't be used or desired.

I think this is OK that it’s difficult to hit the charm Cap. It will force players to make decisions in the charm slot, and if you’re really really wanting to max out Charm, it can still be done but at a high cost.
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