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QCF Design Community • View topic - Redundant glyphs
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Redundant glyphs

PostPosted: Wed Jan 18, 2012 10:07 pm
by Sidestepper
I've noticed the devs talking a lot about pruning, so maybe it's time to talk about what glyphs we need and which ones just legacies from the alpha.

GETINDARE/WEYTWUT/BYSYPS: The net effect of all of these glyphs is that they let you end fights one turn earlier (and BYSYPS doesn't even always do that). I don't think we really need three of these. If I had to pick one, I'd go with WEYTWUT because it has three separate and useful functions (combat advantage, xp, positioning).

IMAWAL/WEYTWUT/WONAFYT: All three of these give you extra experience. WEYTWUT has additional uses, but WONAFYT doesn't offer anything that IMAWAL doesn't do better. And, as a lot of us have been arguing since forever, WONAFYT's primary effect is less than worthless.

Re: Redundant glyphs

PostPosted: Wed Jan 18, 2012 10:11 pm
by gjaustin
BYSYPS is still kind of nice for a Wizard. I'd be happy to see it and GETINDARE merged though.

I don't think the overlap between IMAWAL and WEYTWUT is really significant. I still found myself using WEYTWUT before the most recent change.

As for WONAFYT it needs to do something like permanently reduce resistances to be good enough. Alternatively, giving it a Wicked Guitar like effect would be great!

Re: Redundant glyphs

PostPosted: Wed Jan 18, 2012 10:17 pm
by Sidestepper

Re: Redundant glyphs

PostPosted: Wed Jan 18, 2012 10:19 pm
by Darvin
A wicked guitar effect... select one random monster of equal or lower level to yourself, bring it to you, and raise its level by one. That... could actually work.

I do agree that WONAFYT, GETINDARE, and BYSSEPS need to be addressed since their role and applicability is very narrow compared to other glyphs. WEYTWUT is fine, and the only tweak I'd advocate at this point is lowering its mana cost. The only thing preventing dropping the cost down to 5 or 6 is that this would make its superiority to GETINDARE more obvious than it is now. The fact is, GETINDARE is just a cheaper and less versatile WEYTWUT, it needs a change.

Re: Redundant glyphs

PostPosted: Wed Jan 18, 2012 10:29 pm
by Sidestepper

Re: Redundant glyphs

PostPosted: Thu Jan 19, 2012 12:43 am
by gjaustin
Wicked Guitar would still be useful since you can control what it affects, unlike WONAFYT. It also works on monsters that are a higher level than you, allowing you to get even more bonus exp.

Re: Redundant glyphs

PostPosted: Thu Jan 19, 2012 12:47 am
by The Avatar
Making WONAFYT randomize from only your level and the level above it might be better. That way you can't pump your popcorn with extra tiles, but you're guaranteed at least a level+1 kill if not a level+2 kill.

Re: Redundant glyphs

PostPosted: Thu Jan 19, 2012 1:16 am
by TigerKnee
Big problem with Byssepps is that you can only cast it once per attack.

If it's your ONLY glyph, then Byssepps is pretty much worthless because generally the extra damage won't help.

On the other hand, if you have some other glyph to spend the rest of your mana on like Fireball/Halpmeh, then Byssepps is kind of redundant.

The only person who loves Byssepps is probably the Wizard and ONLY if he also has Halpmeh, because the -1 MP cost makes it super efficient and the Wizard has plenty of space for glyphs anyway.

It used to be kind of good on Monk but not really now.

Re: Redundant glyphs

PostPosted: Thu Jan 19, 2012 2:58 am
by The Avatar
Hmm... Perhaps making it add 1 base damage per level? That could be useful at both early and later levels.

Re: Redundant glyphs

PostPosted: Thu Jan 19, 2012 3:02 am
by Darvin
That solves the problem that attack bonus has become significantly less valuable than base attack, but it doesn't solve the problem that this is still a non-repeatable glyph that is thoroughly overshadowed by other more interesting options.