q 3 wrote:Change BICEPS to 3 MP / 45% bonus damage / 3% phys resist reduction, and that issue is solved as well (and I think that's a more balanced glyph anyhow).
How about: Mana Leak reduces spell costs by -1, but permanently disables MP regeneration (or at least -1 to MP regen, so BLUDTOPOWA will put you at 0 HP/1 MP per tile). It's still powerful, but no longer hilariously broken for regen fighting - and since you'll generally want to save it for late in the game, it encourages staying with Mystera, which makes for an interesting strategic decision since Mystera's piety farmy-ness pulls you just as strongly in the direction of converting out. (I'd also delete the monster magic resistance increase, since that would be nearly impossible to deal with late in the game and Mystera really ought to be the designated BURNDAYRAZ deity.)
q 3 wrote:Physical combat with Tower of Goo should never be easy. And remember that it's stacking, so you can start hitting him with resist-reducing attacks as soon as you're able to take a hit; 10 hits and he's already down from 75% to 45%, even with only 3% reduction per hit.
Halion wrote:A fairly subtle way to reduce the power of HALPME would be to increase it's mana cost, but increase the healing in line with it, so the mana to hp ratio remained the same (eg: 4mana for 4hp per level, instead of 3 for 3). This weakens it slightly, since a smaller cost is more efficient, both in how easily you can convert your mana to healing (mostly, there are the odd points of difference) and because it makes overhealing happen a bit more.
This dramatically reduces the impact of mana saving effects (Mana Leak, Wizard, Crystal Ball), however, since they will be proportionally reduced in impact. They still function beneficially, though, so the combo isn't broken, it is just reduced in strength.
This change is also quite elegant. The spell's flavour and simple mechanics are retained without change.
Users browsing this forum: Google [Bot] and 3 guests