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TOPIC: 2024 Transmuted Token Images < Part Three

2024 Transmuted Token Images < Part Three 1 year 4 months ago #13

I don’t like the expanded crit range on the sword. Class legendary already gives this. I don’t like the healing, either. Not thematic and too powerful.

Gloves are also too powerful.
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2024 Transmuted Token Images < Part Three 1 year 4 months ago #14

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I do not think the gloves are over powered, at least when compared to what already exists.

Gloves of Greater Archery give +4 missile damage at UR Level

Gauntlets of Linked Fury are +5 damage to 2h at UR level.

Muk's Ring of Havoc is +6 Damage Melee or Ranged in a ring slot at legendary level.

A more valuable slot should give at least what Muk's gives at ring level for 1h weapons, easily could give more. And 2H damage really does need some love and things that feed it to keep up with its 1h counterparts.

I also don't think damage and to hit are equals in my book, I value to hit more than damage personally. Haven't been around long enough to know TD's stance on this, but if they are equal and you feel the Mythic belt isn't up to snuff with Muk's you can argue for that to go up I suppose.
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2024 Transmuted Token Images < Part Three 1 year 4 months ago #15

Kilgore’s healing ability feels more like a barbarian ability than a fighter ability.

Was it supposed to be 1/combat for the healing?
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2024 Transmuted Token Images < Part Three 1 year 4 months ago #16

I’d rather see a missile and:or ranged Legendary than another melee token if we’re getting some focused legendaries.

Hands slot seems ideal for Missile/Ranged damage thematically.

As far as legendaries go, melee has:
Surtr’s, Asher’s Fangs, Welfor’s, Avernon’s, and sort of the redoubt set that gives +2 STR.

Ranged has:
Io’s and sort of Aaron’s which gives DEX but a large AC minus to most classes relative to alternatives.

Both have:
Muk’s, Thor’s

I think a missile and/or ranged counterpart to Surtr’s in the hands slot would be good.

If not, how about a more broadly usable legendary Shorbow or hand crossbow that does something special for Bards and Rogues? Or a sling that does something special for Clerics.

Or, with the pivot to Ttinkets, maybe a Druid polymorph docused legendary.
Last edit: by Matthew Hayward.
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2024 Transmuted Token Images < Part Three 1 year 4 months ago #17

The gloves seem to be about the right power compared to what we would expect from Str gloves.

If we were to build a Str based legendary chain for gloves, it would almost start off with mithral / DK gauntlets and gain 2 str per rarity for a result of 4/6/8 str. That translates to a hit and damage of +2/+2, +3/+3, and +4/+4.

for 1h weapons, these gloves basically start at +3 damage (a mirror of Weapon Expertise / Divine Guidance) and then add +0/+2 instead of +1/+1 from the base for a total of 3/5/7.

For 2H weapons, its basically just a reprint of gauntlets of linked fury adding +2 damage per rarity.

It's a shame that monks and rangers get to double dip on the damage bonus, but honestly at the top end throw monk is almost certainly a better build and the ranger legendary doesn't add melee damage. If we want fighters and paladins to gain some ground, we need more tokens that add Str or Damage in Helm and Shield that Rangers and Monks can't take.
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2024 Transmuted Token Images < Part Three 1 year 4 months ago #18

Grizwald wrote: Jeff, how do the Gladiator Gloves interact with Benrow's Elder Drake Necklace? A monk would be throwing two 1H melee weapons.


They are going to add their bonuses to the melee damage slot on the party card.

Ranged FoB attacks with Benrow’s use the ranged damage slot on the party card.

So, as written these do nothing for ranged FoB attacks with Benrow’s.

They could be changed to specifically grant monks a FoB damage bonus, that would apply to Ranged FoB attacks with Benrow’s.
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2024 Transmuted Token Images < Part Three 1 year 4 months ago #19

First, to people saying life stealing doesn't feel like a fighter thing, check out the drow blood sword from 2015 - Fighters + Barbarian. I've been using that and ring of dark health for my fighter builds for years. +2 deadly drow bloodmace has a few more classes on it, but also has fighters - its been a pretty solid theme for like 8 years.

Second, I'd honestly drop the expanded crit range on the Relic and legendary sword. The fighter rare neck adds expanded crit range and so does the legendary neck. The damage wheel on the relic already outclasses Legendary Ava's by 3.5 average damage, and Averon's Deathcleaver by 0.7, so barbarian and paladin already have reasons to use it. If we want the relic to be special in the hands of fighters, give the relic (fighters +3 hp on hit).

On Kilgor's, 8hp is too much, but 4hp is probably fine. It will take 4 hits to erase a bad puzzle room.
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2024 Transmuted Token Images < Part Three 1 year 4 months ago #20

Endgame wrote:
It's a shame that monks and rangers get to double dip on the damage bonus, but honestly at the top end throw monk is almost certainly a better build and the ranger legendary doesn't add melee damage. If we want fighters and paladins to gain some ground, we need more tokens that add Str or Damage in Helm and Shield that Rangers and Monks can't take.


A Gladiator's Helm could work.

Jeff Martin wrote: All damage is Sacred.

Acherin wrote: I also added VTD support for the most annoying token of 2024 the +2 Sun Scimitar.

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2024 Transmuted Token Images < Part Three 1 year 4 months ago #21

Matthew Hayward wrote: I’d rather see a missile and:or ranged Legendary than another melee token if we’re getting some focused legendaries.

Hands slot seems ideal for Missile/Ranged damage thematically.

As far as legendaries go, melee has:
Surtr’s, Asher’s Fangs, Welfor’s, Avernon’s, and sort of the redoubt set that gives +2 STR.

Ranged has:
Io’s and sort of Aaron’s which gives DEX but a large AC minus to most classes relative to alternatives.

Both have:
Muk’s, Thor’s

I think a missile and/or ranged counterpart to Surtr’s in the hands slot would be good.

If not, how about a more broadly usable legendary Shorbow that does something special for Bards and Rogues? Or a sling that does something special for Clerics.

Or, with the pivot to Ttinkets, maybe a Druid polymorph docused legendary.


If you did want to go for a range equivalent to Surtr’s you could build it off the earcuff of sage spite. A legendary that provides a lot of ranged +hit might get more folks using Io’s.
Last edit: by OrionW.
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2024 Transmuted Token Images < Part Three 1 year 4 months ago #22

Most people don’t seem to like the crit range on the Legendary.

Probably that should just be removed.

Some ideas leaning into Fighters as having the best melee To-Hit ability:

+1 to hit baked in

Auto-hit (not crit) on skid 19

Subclass Duellist Twist the Blade ability? (Duelists with this weapon can twist the blade twice?)
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2024 Transmuted Token Images < Part Three 1 year 4 months ago #23

Endgame wrote: First, to people saying life stealing doesn't feel like a fighter thing, check out the drow blood sword from 2015 - Fighters + Barbarian. I've been using that and ring of dark health for my fighter builds for years. +2 deadly drow bloodmace has a few more classes on it, but also has fighters - its been a pretty solid theme for like 8 years.

Second, I'd honestly drop the expanded crit range on the Relic and legendary sword. The fighter rare neck adds expanded crit range and so does the legendary neck. The damage wheel on the relic already outclasses Legendary Ava's by 3.5 average damage, and Averon's Deathcleaver by 0.7, so barbarian and paladin already have reasons to use it. If we want the relic to be special in the hands of fighters, give the relic (fighters +3 hp on hit).

On Kilgor's, 8hp is too much, but 4hp is probably fine. It will take 4 hits to erase a bad puzzle room.


I agree that the blood mace and similar items have been around for a long time and that this is not out of place on a sword.

Maybe add heal 2 hp on the UR, 3 hp on the relic, and 5 hp on the legendary?

Drop crit and just make this transmute path all about healing on a successful hit.
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2024 Transmuted Token Images < Part Three 1 year 4 months ago #24

Matthew Hayward wrote: Most people don’t seem to like the crit range on the Legendary.

Probably that should just be removed.

Some ideas leaning into Fighters as having the best melee To-Hit ability:

+1 to hit baked in

Auto-hit (not crit) on skid 19

Subclass Duellist Twist the Blade ability? (Duelists with this weapon can twist the blade twice?)


As a fighter, I don’t need more to-hit, especially just +1.

Again I’m the target audience for this thing and I don’t see me transmuting it.
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