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Re: Boost Mana

PostPosted: Fri Dec 23, 2011 3:24 pm
by Abraxas
If the problem is that the gnome's access to several mana potions makes the boon too powerful, how about changing the cost from mana potions to something else?
I think it wouldn't be too far from JJ's theme, and it would also be much fairer overall, to have it cost something like a glyph rather than a mana potion. Of course, the piety cost/mp bonus would have to be changed to account for that, and there would be a need for some way to choose which glyph to sacrifice (unless it was chosen at random, which is even more fitting for JJ, but way too steep)

Re: Boost Mana

PostPosted: Fri Dec 23, 2011 3:43 pm
by The Avatar
That, is an awesome idea! It destroys a random non-uncovered glyph, on the ground, in exchange for 3 mana! Or 4 mana!

Re: Boost Mana

PostPosted: Fri Dec 23, 2011 8:05 pm
by Darvin
I don't think JJ is that overpowered, he just seems overpowered because he is the only god with the ability to easily boost your MP

While I concur, I think the larger problem is that this boon is out of line with every boon, not just the ones that raise max MP.

This even eclipses the old Blood Power/Blood Tithe combo that Dracul had going on, which got removed because it was so bloody powerful (no pun intended). Unless you want to buff every other boon in existance to bring them up to this level, I don't think you can hold that position.


The cost for his mana/health boost should be lowered to 20+20. Boost mana should be +3 MP instead. Then you would need 4 mana potions and more piety to get 25 MP.

That doesn't change the fact that gnomes are still dominating the other classes, and in fact makes this much less appealing to a typical 4-potion adventurer who is sacrificing quite a bit more to access this.


I think it wouldn't be too far from JJ's theme, and it would also be much fairer overall, to have it cost something like a glyph rather than a mana potion...(unless it was chosen at random, which is even more fitting for JJ, but way too steep)

The problem I see with that is we already have a race that converts glyphs (and anything else) into max mana. This infringes too much on the elf. Also random would be way way too luck-based. The types of glyphs that spawn on the level are already one of the biggest random factors in the game, and making that more luck-based is unacceptable.

Re: Boost Mana

PostPosted: Fri Dec 23, 2011 9:10 pm
by The Avatar
Ugh, what to do...

It might be worth just changing Boost Mana and Boost Hp to completely different things.

Re: Boost Mana

PostPosted: Fri Dec 23, 2011 9:26 pm
by Gorgon
So, instead of making it repeatable, make it a one-time boon. Make it cost 70 piety and give 5 MP / 25 HP and destroy 1 potion. It wouldn't benefit gnomes and halflings much more than other races.

The problem with this is that JJ would have no repeatable boon. I would just grab boost mana/health, chaos avatar, maybe last chance, then convert. The solution to this would be changing Last Chance to be repeatable.

Re: Boost Mana

PostPosted: Fri Dec 23, 2011 9:29 pm
by The Avatar
I can see that. That could work very well.