My thoughts on the latest update!
Posted: Sun Feb 05, 2012 3:30 am
This latest update has brought a lot of changes, and I'd just like to express my opinion on them.
BURNDAYRAZ and Burning: I like this change. Overall it is a good, and necessary, buff to the "core" glyph of the game. The only minor problem, is now BLUDTUPOWA is one of the/the most powerful glyph. You basically need to scum for it to have a great spell caster. If they were to add a glyph locker, as suggested in the Preparations thread, this would reduce that problem as anyone could start with this. So no more scumming. It is also nice that Whurrgaburgle is a good item. Not too good, not too bad.
Tri-Sword: Yeah, with the new nerf this really lost its potency. I might buy it in a shop for a lower price, but at its current one I'd only buy it if there was nothing better and I was about to start the boss fight.
Crystal Ball and Fire Heart: Both of these are now good hybrid items. Due to the nerd they aren't overpowered (Especially since they nerfed HALPMEH), but are still useful and good buys.
Corrosive Poison: I don't know, this kinda seems like a redundant change. I really haven't found a good use for it.
Bloodmages: I'm actually not sure weather this was more of a nerf or buff. What it did do was hybridize the Bloodmage. You get less mana per potion, but have very nice bloodpools left once your mana runs out. It's worse on Vicious when you're cut off, but seems better overall.
Priest: A nice change, and makes the class much more viable for high tier. (If you can stack resists).
Fighter: This is a good buff, although the class is mid tier now. What it really does it make you feel good about yourself as you reach level 10 SUPER EARLY!
Wizard: Well, that is good. It just stops me from wasting tiles try to get to one of the two fireball glyphs.
Transmuters: This class is subpar. Not as awful as before, but pretty darn bad. First, you have to use 90% of your tiles to get 100% on conversions. Unfortunately, you still can't make up for the stat losses. You lack in every department, but only help one with conversions. And then you're missing half the tiles.
Dwarves: While these have a great early game, they begin lacking way to fast. You do well against normal modes, but the DR won't even stop a level 5 in vicious. And against bosses, you're really hopeless.
Strength Potions: This really didn't fix the PISORF exploit. You can still get 4 times your mana in base damage at level 1. It is really the same as before, but worse if you're not going to buy one.
Jehora Jeheyu: Now he seems much more balanced. +3 mp is good, but I would lower the hp bonus to +20. +75 max is just too good for rogues.
Binlor: Good cost reduction. Now at least the boon is useable. (although his main use is resistance reduction)
Tormented One: Are they mocking us? I'd rather have 60% versus 59%. At least 60 is a round number.
Avatar Symbol: I really like it. It is much more versatile, and useful for almost all situations.
Namtar's ward: It is better now, but could still use a buff.
Well, thanks if you read this.
BURNDAYRAZ and Burning: I like this change. Overall it is a good, and necessary, buff to the "core" glyph of the game. The only minor problem, is now BLUDTUPOWA is one of the/the most powerful glyph. You basically need to scum for it to have a great spell caster. If they were to add a glyph locker, as suggested in the Preparations thread, this would reduce that problem as anyone could start with this. So no more scumming. It is also nice that Whurrgaburgle is a good item. Not too good, not too bad.
Tri-Sword: Yeah, with the new nerf this really lost its potency. I might buy it in a shop for a lower price, but at its current one I'd only buy it if there was nothing better and I was about to start the boss fight.
Crystal Ball and Fire Heart: Both of these are now good hybrid items. Due to the nerd they aren't overpowered (Especially since they nerfed HALPMEH), but are still useful and good buys.
Corrosive Poison: I don't know, this kinda seems like a redundant change. I really haven't found a good use for it.
Bloodmages: I'm actually not sure weather this was more of a nerf or buff. What it did do was hybridize the Bloodmage. You get less mana per potion, but have very nice bloodpools left once your mana runs out. It's worse on Vicious when you're cut off, but seems better overall.
Priest: A nice change, and makes the class much more viable for high tier. (If you can stack resists).
Fighter: This is a good buff, although the class is mid tier now. What it really does it make you feel good about yourself as you reach level 10 SUPER EARLY!
Wizard: Well, that is good. It just stops me from wasting tiles try to get to one of the two fireball glyphs.
Transmuters: This class is subpar. Not as awful as before, but pretty darn bad. First, you have to use 90% of your tiles to get 100% on conversions. Unfortunately, you still can't make up for the stat losses. You lack in every department, but only help one with conversions. And then you're missing half the tiles.
Dwarves: While these have a great early game, they begin lacking way to fast. You do well against normal modes, but the DR won't even stop a level 5 in vicious. And against bosses, you're really hopeless.
Strength Potions: This really didn't fix the PISORF exploit. You can still get 4 times your mana in base damage at level 1. It is really the same as before, but worse if you're not going to buy one.
Jehora Jeheyu: Now he seems much more balanced. +3 mp is good, but I would lower the hp bonus to +20. +75 max is just too good for rogues.
Binlor: Good cost reduction. Now at least the boon is useable. (although his main use is resistance reduction)
Tormented One: Are they mocking us? I'd rather have 60% versus 59%. At least 60 is a round number.
Avatar Symbol: I really like it. It is much more versatile, and useful for almost all situations.
Namtar's ward: It is better now, but could still use a buff.
Well, thanks if you read this.