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QCF Design Community • View topic - Fixing the Goblin
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Re: Fixing the Goblin

PostPosted: Thu Jan 05, 2012 9:57 pm
by The Avatar
Well yes, but the fact that you've killed no monsters means you still have a ton of full heals. Also, any extra conversions you get are an extra full heal. You really aren't missing that much bonus. Goblins don't get very good stats for bonus kills.

Re: Fixing the Goblin

PostPosted: Thu Jan 05, 2012 10:49 pm
by Fran
How about making their conversion bonus to a stackable dodge?

Re: Fixing the Goblin

PostPosted: Thu Jan 05, 2012 10:54 pm
by The Avatar
THan it's too good for rogues, but not good enough for everyone else.

Re: Fixing the Goblin

PostPosted: Thu Jan 05, 2012 11:55 pm
by gjaustin

Re: Fixing the Goblin

PostPosted: Fri Jan 06, 2012 12:29 am
by Darvin
The more the discussion goes on, the more I think that the principle of stacking XP is fine. It would offer some powerful combinations, but that's what we should expect from a racial bonus. Maybe 5 stacking for 100 conversion points is a bit high. Maybe it should be 4 stacking for 100 or 3 stacking for 85. However, I think that this is the direction to go.

Re: Fixing the Goblin

PostPosted: Fri Jan 06, 2012 12:31 am
by The Avatar
Agreed. 4 stacking for 100 sounds good. Still very powerful, but not extremely good.

Re: Fixing the Goblin

PostPosted: Fri Jan 06, 2012 12:37 am
by Fran
I also like this idea.
That would encourage new players as they are more likely to hit lvl 10 without using advanced strategies.

Re: Fixing the Goblin

PostPosted: Fri Jan 06, 2012 3:43 am
by The Avatar
Which would be good. So 4 stacking for 100 it is.

Re: Fixing the Goblin

PostPosted: Fri Jan 06, 2012 4:06 am
by Darvin
Now let's see if the devs go for it.

Re: Fixing the Goblin

PostPosted: Mon Jan 09, 2012 3:26 pm
by dislekcia
The Goblin came up in the design meeting today :)