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QCF Design Community • View topic - Boost Mana
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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

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.