Goblins...?

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Re: Goblins...?

Postby Crawly McCrawlsa on Thu Dec 15, 2011 11:04 am

I'm gonna take Alweth's advice and ignore his own arguments.

Tri-Sword. Too strong for halflings. Basically pointless for everyone else.
+3 base damage per level was too good, so it got nerfed. +2 would be better. This makes it strong for all races, but not nearly as powerful as before.

Whurrgarbl. Inferior to Tri-Sword basically all the time. I liked the old +1% per kill with 5% base. This would be strong for all races and be relatively balanced. It scales with your character, so you can't abuse its power.
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Re: Goblins...?

Postby The Avatar on Thu Dec 15, 2011 12:47 pm

Old berserker blade was fine, so they should bring it back! Also, I like the concept of how are you holding this? for the tri-sword. How about +1 per level per open inventory space, capping at +3 per level.
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Re: Goblins...?

Postby Crawly McCrawlsa on Thu Dec 15, 2011 8:22 pm

^ I like that. Makes taurog even more useless than he already is in tougher dungeons though.
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Re: Goblins...?

Postby Sidestepper on Thu Dec 15, 2011 8:35 pm

Crawly McCrawlsa wrote:I'm gonna take Alweth's advice and ignore his own arguments.

Tri-Sword. Too strong for halflings. Basically pointless for everyone else.
+3 base damage per level was too good, so it got nerfed. +2 would be better. This makes it strong for all races, but not nearly as powerful as before.

Whurrgarbl. Inferior to Tri-Sword basically all the time. I liked the old +1% per kill with 5% base. This would be strong for all races and be relatively balanced. It scales with your character, so you can't abuse its power.


The thing I don't like about this approach is that it means that those weapons are extremely powerful if found at first level and almost useless if found mid to late game.
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Re: Goblins...?

Postby The Avatar on Thu Dec 15, 2011 8:39 pm

Well then make whurrgaburgl +5% per level, but hp regen is halved, rounded up.
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Re: Goblins...?

Postby Gorgon on Sat Dec 17, 2011 12:30 pm

Tri-sword should cap at +15 base damage and Whurrgarbl should cap at 40% bonus (and give 10% per potion), this way they wouldn't benefit halflings and gnomes more than other races.
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Re: Goblins...?

Postby The Avatar on Sat Dec 17, 2011 12:51 pm

Umm... Shouldn't that be +12?
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Re: Goblins...?

Postby Gorgon on Sat Dec 17, 2011 12:56 pm

Yes, it should be +12, sorry ;)
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Re: Goblins...?

Postby The Avatar on Sat Dec 17, 2011 1:01 pm

Concept wise, I like it! With my winning gnome rogue in naga city, JJ and CYDSTEPP, I bought a whurrgaburgl that gave me +50%! Also, this new whurrgaburgl would be great for Tuarog's monks.
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