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QCF Design Community • View topic - HALPMEH and BURNDERAYZ
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HALPMEH and BURNDERAYZ

PostPosted: Sat Dec 17, 2011 8:12 am
by Alweth
Double the effect and cost of HALPMEH and half the effect and cost of BURNDERAYZ. Thank you.

Re: HALPMEH and BURNDERAYZ

PostPosted: Sat Dec 17, 2011 9:53 am
by TigerKnee
I guess this is a change to encourage Wizards to use fireballs?

Two things off the top of my head though

1) With a 6 mana cost Halpmeh, it's very easy to "overheal" and waste mana.

2) With a 3/2 mana fireball, Burning Heart becomes pretty much insane. Also Transmuters can go infinite straight away but let's assume Transmuters won't remain the way it is.

Re: HALPMEH and BURNDERAYZ

PostPosted: Sat Dec 17, 2011 12:55 pm
by The Avatar
Burning heart would be incredibly cheap. I have already killed a boss at level 2 with it, but now it would easily be level 1 for all bosses

Re: HALPMEH and BURNDERAYZ

PostPosted: Sat Dec 17, 2011 2:24 pm
by Alweth

Re: HALPMEH and BURNDERAYZ

PostPosted: Sat Dec 17, 2011 2:37 pm
by The Avatar
Yeah, this could work very well. The new burning heart would stack their levelx1.5 rounded down

Re: HALPMEH and BURNDERAYZ

PostPosted: Sat Dec 17, 2011 3:51 pm
by q 3
Even at half strength, the Burning Heart would be even more powerful than it is now, since you would be able to get it to full power twice as fast as before (30 hits to max out against a L10 monster now; 15 hits at half power, but you're hitting twice as often so you do the same amount of damage in the end). Making it non-stacking would be pointless, since we already have the Battlemage Ring. Wizards would be completely broken with cheap BURNDAYRAZ. Paladins, in the meantime, would suffer unnecessarily from the nerf to HALPMEH.

If the goal is to encourage Wizards to use fireballs more often, how about this: Wizards start with BURNDAYRAZ in their inventory, as a small item, but lose their glyph sense and other glyphs remain large items (they'll still get the usual 5 glyphs on the map, randomly selected but without an extra BURNDAYRAZ).

Re: HALPMEH and BURNDERAYZ

PostPosted: Sat Dec 17, 2011 3:56 pm
by The Avatar
Good, but then they're still super weak.

Re: HALPMEH and BURNDERAYZ

PostPosted: Sat Dec 17, 2011 4:49 pm
by q 3
Not all that weak, IMO. Give them back their +5 MP per conversion (or make it percentage-based, restoring 50% MP per conversion), maybe give them some other slight boost - e.g., their fireballs inherently pierce 25% magic resistance (probably apply that effect to APHEELSIK and WEYTWUT, too). Should be a reasonably strong class at that.

Re: HALPMEH and BURNDERAYZ

PostPosted: Sat Dec 17, 2011 4:54 pm
by The Avatar
Then they would be good enough that you aren't going Bloodmage every time.

Re: HALPMEH and BURNDERAYZ

PostPosted: Sat Dec 17, 2011 8:29 pm
by Darvin