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QCF Design Community • View topic - Unofficial Balance Suggestions Thread
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Re: Unofficial Balance Suggestions Thread

PostPosted: Fri Jan 20, 2012 12:21 pm
by The Avatar
Nice list!


Item Balance
----------------------
Piercing wand: lower both physical and magical resist
Martyr Wraps: Start with 5 corrosion it lower physical resist by 3% per hit. Cannot go negative.

Re: Unofficial Balance Suggestions Thread

PostPosted: Fri Jan 20, 2012 12:32 pm
by Gorgon
Mystera: reduce double-edge a little, lower cost for magic and weakening.

Piercing wand: buff mystera's refreshment

Orc: Nerf sensation stone to 150 cp. I wouldn't like it to be unlockerable, because the only reason I use the goblin is to level up early, saving lvl 1 enemies.

Martyr wraps: add weakening

Re: Unofficial Balance Suggestions Thread

PostPosted: Fri Jan 20, 2012 1:38 pm
by The Avatar
Weakening is too good at low levels, but is too bad at high levels (excluding bosses like SMM or vicious Indomitable.

Re: Unofficial Balance Suggestions Thread

PostPosted: Fri Jan 20, 2012 3:33 pm
by gjaustin

Re: Unofficial Balance Suggestions Thread

PostPosted: Fri Jan 20, 2012 4:01 pm
by Gorgon
Vampire: lower cp to 30

Dwarf: 70 cp, stacking HP. I like q3's idea.

Elf: 65 cp

Orc: if the sensation stone nerf is not enough, increase cp to 125

Animated armour: decrease attack and hp a little.

Binlor: make stone skin decrease 2 per hit, lower required walls per boon.

Re: Unofficial Balance Suggestions Thread

PostPosted: Fri Jan 20, 2012 4:02 pm
by Lujo
Well, I would have "discovered" them earlier if the tooltip was more clear about what they do. The catch is that they only give first strike on the first of the two attacks, and you need the dodge setup to get a better cydstep out of them.

The effort required is just about right for them being balanced slightly above the curve, and they make quite good preps for hard hitters and anyone trying to avoid debuffs. They also make a great way to deal with glass cannon bosses, so I'm deffinitely using them on gold acquisition tinker runs, and getting 2 "free" hits in when you have enough damage is quite the deal - I've discovered them against the final boss in Dragon isles. The old genie boss, any major berserking bosses, and some of the guys in the demonic libraby also make good targets I guess.

Come to think of it, the only place one pair of them isn't a good idea is against damage sponges, and since you can prep them, you don't even have to "waste" a HP potion on them, or need to find TT.

Re: Unofficial Balance Suggestions Thread

PostPosted: Mon Jan 23, 2012 7:30 pm
by gjaustin
New suggestions based on the latest patch:

Mystera - Mana Leak is a teeny bit too good. It probably shouldn't reduce the cost of any glyph below 2.

Crystal Ball - Also a teeny bit too good. The best fix would probably be to have it only add a charge if the glyph costs at least 3. Alternatively a charge cap (maybe 10) would make it a little weaker and also more fun - since you wouldn't have to run around spamming spells to charge it up as much.

Re: Unofficial Balance Suggestions Thread

PostPosted: Mon Jan 23, 2012 7:38 pm
by Halion

Re: Unofficial Balance Suggestions Thread

PostPosted: Mon Jan 23, 2012 7:46 pm
by Gorgon
JJ Boost Mana/Health: I wonder how good it would be if it gave 1 mana/health potion in exchange for 2 MP/15 HP...

Re: Unofficial Balance Suggestions Thread

PostPosted: Mon Jan 23, 2012 8:14 pm
by Fran