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QCF Design Community • View topic - Improving and Changing Gods!
Page 5 of 9

Re: Taurog, Binlor, and Tiki Tooki

PostPosted: Sun Nov 27, 2011 7:58 pm
by Crawly McCrawlsa
Also, I totally missed Avatar's possible rework up there, but I think it looks cool.

As for the demigod route, darvin mentioned demoting 2 would be a good idea. 6 gods, of which 3 always appear, and 3 demigods of which 1 only appears would work really well. It's less likely this way for you to spend a ton of money on preparations only to find your chosen god didn't appear this run, ruining your chances of success.

Re: Taurog, Binlor, and Tiki Tooki

PostPosted: Sun Nov 27, 2011 10:03 pm
by The Avatar
How about demoting EM and make him grant hp, conversion, or damage reduction when certain things happen (6 choices like Pactmaker, two per bonus).

As for the other, perhaps Binlor, who weakens enemies, lowers their resistances, or slows them, when you reach certain conditions. 6 choices, two per bonus.

I mention these two because they seem to be the two worst gods all-round.

Re: Taurog, Binlor, and Tiki Tooki

PostPosted: Mon Nov 28, 2011 3:52 am
by JonahHollow
I'd rather just keep trying to perfect the current religious system as well. 3 god always guaranteed would make the game less randomized and not as enjoyable for me.

Re: Taurog, Binlor, and Tiki Tooki

PostPosted: Mon Nov 28, 2011 4:18 am
by Crawly McCrawlsa

Re: Taurog, Binlor, and Tiki Tooki

PostPosted: Mon Nov 28, 2011 4:21 am
by TigerKnee
With the recent change to his last boon, Binlor is really close to being a god with actual usable boons, really.

If it's possible, in a new version I hope to see that...

1) Binlor's "+20% damage when under Stone Skin buff" actually works without having to use First Strike (which makes the boon a worse version of the Bysseps Glyph)

2) Binlor's "instant 50% physical resistance" changed. It's... really kind of redundant and overcosted. This is probably a good place to give a more all-purpose boon.

I'm still iffy about the Knockback boon though. It looks powerful but... Knockback is just one of those mechanics that seems a lot more easy to screw yourself over than to help.

Re: Taurog, Binlor, and Tiki Tooki

PostPosted: Mon Nov 28, 2011 4:27 am
by JonahHollow
I wish knockback damage was calculated into the damage estimate bar thingy. As well as things like the berserker's extra 30 percent damage against higher level foes and such.

Re: Taurog, Binlor, and Tiki Tooki

PostPosted: Mon Nov 28, 2011 4:30 am
by The Avatar
Knockback would really only be good if you could get it in very high percents. Otherwise it's rather useless...

Re: Taurog, Binlor, and Tiki Tooki

PostPosted: Mon Nov 28, 2011 4:35 am
by Darvin

Re: Taurog, Binlor, and Tiki Tooki

PostPosted: Mon Nov 28, 2011 4:39 am
by The Avatar
I actually like the new Earth Mother. Her weed boon is now even more necessary, but my elven paladin with about 12 damage reduction destroyed Anoobis.

The ideas and concepts behind the gods and their boons work (except Taurog in almost all non-normal situations), the problem is the penalties are worse than the benefits or one god is better 90% of the time (Drac).

Re: Improving and Changing Gods!

PostPosted: Mon Nov 28, 2011 4:47 am
by Darvin