Well, sorry about that, I was convinced they changed it
Would be nice if they did for a start, as far as tweaking poison is concerned. And, err, everyone's acting linke something will be done, and I don't have any idea if anything will.
Grakor456 wrote:I said this in the other thread, but I still don't understand the point of prep penalties for altars in the first place.
They didn't start out as preps, they became preps because (as far as I know), the old church preps were being either underused (all of them except...) or overused (scout altar) on the on hand. On the other hand, it turned out people were routinely scumming for altars, or selectively unlocking them which was making giving proper feedback difficult (and messed up the learning curve on top of it). So the devs went ahead and just made it possible to prep altars, but at a penalty because the game wasn't really concieved with being guaranteed an altar in mind (or so I think).
You're probably used to it now, but this is actually disruptive. On one hand people started using gods more and using more gods, but on the other hand gods are bloody powerful and are really the most powerful preps in the game. For one prep slot you can get - well, a free glyph and more perks than you can name. Just hink of everything you have from prepping EM, up to and including the +25 piety and 3 indulgences if you prep her just to desecrate her with a burn salve. Then compare it with any other prep slot. And then consider that her "prep penalty" actually makes it quite a bit easier to use IMAWAL and fuel Cleansing.
Also, some gods were buffed since the god preps were introduced, but the prep penalties weren't touched (I think).
There's a lot more to be said on the subject, but no need to unless someone's interested...
Wan't an even more broken one? Monk with 30% dodge. A newbie who figures that one out gets a cookie and half of a pair of huge moustaches.
I'm actually not sure if that'd be worse. 30% dodge roughly equates to a 50% damage increase (on average for every 2 hits, you get 1 free hit). A 50% dodge roughly equates to a 100% damage increase (on average for every hit, you get 1 free hit). I know Monk already has a boatload of efficiency behind him, but the gulf between 30% and 50% is pretty wide.
Neither am I, but take into account that the Monk dishes out a lot more hits meaning a lot more chance to trigger Dodges, and doesn't really break down the least bit on a failed one. Then take into account that once he's down to one hit left all he has to do is move over to the side, and come back for another barrage of potential dodges. Even 10% dodge on a Monk is hilarious in my experience, 30% would be really silly ^^ You could pile horatios one on top of another.