HALPMEH and BURNDERAYZ

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Re: HALPMEH and BURNDERAYZ

Postby The Avatar on Sun Dec 18, 2011 12:02 am

How about they start with every glyph in the map?
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Re: HALPMEH and BURNDERAYZ

Postby Darvin on Sun Dec 18, 2011 1:25 am

That would be... a lot of conversion points:

BURNDAYRAZ
PISORF
WEYTWUT
WONAFYT
BYSSEPS
GETINDARE
CYDSTEPP
HALPMEH
APHEELSIK
BLUDTUPOWA

As I've said before, just change them so they're not creating a duplicate BURNDAYRAZ but instead a unique 6th glyph. The class is on the weaker end of the spectrum, but it's no fighter.
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Re: HALPMEH and BURNDERAYZ

Postby TigerKnee on Sun Dec 18, 2011 3:19 am

Just thought of 2 more balance issues from halving fireballs effect/mp

1) Works a lot less effective on Blink enemies. The chances of them flying off to unexplored area is higher when you have to fireball them twice as much.

2) Completely ineffective against Counters Fireball, but then again I don't think even the current Fireball works against those.

Speaking for which, that is a very stupid ability and might as well read "Screw Fireball based characters" because they usually come with side effects as well like Mana Burn.
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Re: HALPMEH and BURNDERAYZ

Postby Alweth on Sun Dec 18, 2011 3:33 am

q 3 wrote: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.


Again, Fire Heart only buffs Fireball, so it can be adjusted to whatever is balanced, or even removed if Fireball doesn't need it anymore.

Paladins, in the meantime, would suffer unnecessarily from the nerf to HALPMEH.


Well we'd have to see just how much it hurt Paladins. In any case, I think they'd still be better than Wizards are now.

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).


This would still leave HALPMEH as generally better for every class and Wizards especially.
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Re: HALPMEH and BURNDERAYZ

Postby The Avatar on Sun Dec 18, 2011 4:23 am

Yeah, counter fireball is CHEAP! They should counter your fireball with their fireball doing 4 per level, and no effects.
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Re: HALPMEH and BURNDERAYZ

Postby Crawly McCrawlsa on Sun Dec 18, 2011 6:57 pm

can I get a magnet halpmeh or magnet cydstepp plz? ty devs for saving me hours and hours of pointless scumming.
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Re: HALPMEH and BURNDERAYZ

Postby The Avatar on Sun Dec 18, 2011 7:14 pm

Magnet: Advanced. Pulls a CYDSTEPP, HALPMEH, APHEELSIK, or BLUDTUPOWA glyph into the player's inventory. The one problem is, no matter what, we will always be scumming for some glyph. I suggest you add a glyph locker that, if you use one of the glyphs, guarantees it will spawn on the map. Not straight to your inventory for cheap power leveling, bout on the map at least... pleeeeeeease.
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Re: HALPMEH and BURNDERAYZ

Postby q 3 on Sun Dec 18, 2011 10:53 pm

Third tier glyphs never spawn on the dungeon floor; the only way for other classes to obtain them is by buying them at a special shop. This shop always spawns (once unlocked) and carries all four glyphs (once you've unlocked the relevant class). You can only buy one of the glyphs, though, before the shop disappears. This would both eliminate CYDSTEPP/HALPMEH/BLUDTOPOWA scumming, and disable overpowered combos like CYDSTEPP/BLUDTOPOWA and HALPMEH/BLUDTOPOWA (except for classes that start with those glyphs).
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Re: HALPMEH and BURNDERAYZ

Postby The Avatar on Mon Dec 19, 2011 1:43 am

Yes!

Personally, as for rogues and CYDSTEPP, I think rogues just need to be remade. Their performance is so heavily based on it, that they almost can't play without it. I like their concept though. Just raise their hp and lower their damage bonus.
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Re: HALPMEH and BURNDERAYZ

Postby gjaustin on Mon Dec 19, 2011 3:00 pm

The Avatar wrote:Yes!

Personally, as for rogues and CYDSTEPP, I think rogues just need to be remade. Their performance is so heavily based on it, that they almost can't play without it. I like their concept though. Just raise their hp and lower their damage bonus.


I disagree. Dwarf Rogues work very well and don't need CYDSTEPP.

Yes, they're better with it, but so is every other class.
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