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  1. DiscOH

    v0.10 - Poll - Perception of class value

    Scouts are pretty much superior at everything combat-based a rogue/fighter can do. I hope the classes get a bit more definition before release.
  2. DiscOH

    v0.10 Races

    What would you take instead? Personally I'm a bit disappointed by the loss of sarr, since sarr have roleplay requirements and kyn don't. I don't think pure power races really fit in alliance.
  3. DiscOH

    v0.10 Races

    With the addition of unlimited racial resists and the removal of most racial limitations, races feel a lot more significant to power level than they have in the past. Do you feel like wylderkin should have their choice of any 2 racials? Should they have less choices? Locked choices? Are...
  4. DiscOH

    [.10] - Relics impressions

    "It will not protect against ingested elixirs, Weapon Coatings, or Contact Gels such as Oils of Slipperiness or Pastes of Stickiness." -pg 121
  5. DiscOH

    v0.10 - Poll - Perception of class value

    I usually play what I consider the "worst" build and try to make it work. I would probably play artisan or rogue.
  6. DiscOH

    v0.10 Empower Warrior

    Scouts are the only class that can benefit fully from the empower warrior ritual. I don't think this thread can serve as a focus for fighter frustration except to say that, yes, they are worse than scouts.
  7. DiscOH

    v0.10 Empower Warrior

    To be clear, you would have rogue dodges available in addition to fighter mettle (since scouts get access to critical/back attack for minimum price). Also, none of this damage has any incentive to be activated in front line melee. This build paradigm: Devalues melee Creates issues for plot...
  8. DiscOH

    v0.10 Empower Warrior

    So it sounds like the player who uses these abilities will have a bad time, and the plot team who deals with it will have a bad time. Is there any reason for these skills to exist in this form?
  9. DiscOH

    v0.10 Empower Warrior

    Empower Warrior can add up to 45 damage per hit from behind or 30 damage a hit for ranged attacks 10 minutes a day. Why is this something we want in the game? Are there any reasons for these types of mechanics?
  10. DiscOH

    v0.10 Traps

    Does the risk of this abuse case validate the "joy" of room wide traps? I'd be happy either way, but as a player I also wouldn't mind somebody trying to blow up everything I've ever worked towards.
  11. DiscOH

    v0.10 - Mettle vs Disarm/Destroy

    Shatter works on invulnerable armor in v0.10 (alternate effect, set current armor points to 0). Not sure if that's a new change or not. Claws already make disarm useless against a ton of targets, adding spirit link to the immunities would basically change it to target only NPCs. That seems wrong.
  12. DiscOH

    [.10] - Relics impressions

    In .10, You need to be level 15 before your wand hits as hard as a crossbow @0 proficiency. Wands do nothing for low level players.
  13. DiscOH

    [.10] - Relics impressions

    For what it's worth, elemental burst by itself scales worse per XP spent than more spell slots (~8 dmg per XP spent with burst vs ~9 per XP with evocations)
  14. DiscOH

    [.10] - Relics impressions

    In .10, a level 30 pure celestial wand provides... ~600 damage per day? That's what, 3 kills@ level 30? Wands don't seem significant until you get a lot higher than that. I think we should be fixing the growth curve on wands instead of handing them out. I fully support life elixirs/life...
  15. DiscOH

    [.10] - Relics impressions

    As a bindomancer celestialist, I went C caster for the rituals and flavor. I think wands are boring and I don't use mine. If we want something dead, let the archers deal with it. I am not, however, a level 50 wizard with unlimited wand charges. In general I think people overvalue damage in...
  16. DiscOH

    v0.10 Traps

    It was my understanding that only NPC items could be non-salvageable. Once something gets built or enters loot policy I don't know why it would spontaneously disintegrate. If weapon traps become single use, I expect they'll never be used because of how terrible the weapon delivery is compared...
  17. DiscOH

    v0.10 Traps

    Weapon traps are permanent and can travel. If any location had a player or plot member who makes one of these, it will be in the game forever, dealing arbitrary high amounts of damage. I think that's an issue. My understanding is that weapon traps do not come with a free weapon, and providing...
  18. DiscOH

    v0.10 Traps

    In 1.3, weapon traps apply coatings on hit. Do .10 weapon traps apply coatings in an AoE? Can I potion coat a weapon and then give everybody cure mortal wounds in a 75" circle? Do traps really have no maximum damage (5 gold buys you a 1000 damage weapon trap)? If we're going to make area...
  19. DiscOH

    v0.10 First impressions

    Looking at the focus mechanics, Repel looks absolutely unplayable. You can't run and you can't use game abilities? Maybe if it was a 1st level spell...
  20. DiscOH

    v0.10 ...if we did v1.4 instead

    Damage isn't an excotic resource. Every class has access to damage. Earth casters should have damage sources as viable as other class's healing sources. I think they probably don't right now, but chaos wands sound heavy handed. (As a celestial caster, I'd also support just removing wands...
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