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QCF Design Community • View topic - Beta update: Soko and Crime
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Beta update: Soko and Crime

PostPosted: Fri Sep 16, 2011 7:12 pm
by GoatBot

Re: Beta update: Soko and Crime

PostPosted: Sat Sep 17, 2011 12:25 am
by Signal
Since the second potion in the last puzzle is unnecessary, having it feels inelegant.

Re: Beta update: Soko and Crime

PostPosted: Sat Sep 17, 2011 12:42 am
by q 3
Image

The only purchase I made was a Mage Plate which probably wasn't necessary; I also took a few hits of Blood Power and one Blood Curse, but if I were to use PISORF for offense rather than BURNDARAYZ it should be possible to get the Faithless badge as well. Honestly, I think the first Transmuter (no MP regen, 0 MP ENDISWAL/IMAWAL) was probably the most balanced and most interesting of the three attempts thus far - the real problem (and what remains a problem) is the Rock Heart, not only for Transmuters but also for PISORF tactics. I would suggest having the Rock Heart only restore +1 MP per wall and also reducing your max resistance by somewhere around 25%, which should be a reasonable nerf for its two broken tactics while still keeping it as a reasonably useful item for other purposes.

Soko-trolls are cute.

Re: Beta update: Soko and Crime

PostPosted: Sat Sep 17, 2011 2:04 am
by Wargizmo
Soko trolls - done 1-5 and 7. 6 feels impossible, I'm assuming there's some game mechanic that I'm missing.

Re: Beta update: Soko and Crime

PostPosted: Sat Sep 17, 2011 2:58 am
by The Avatar
I always end up one short on 3 and 6

Re: Beta update: Soko and Crime

PostPosted: Sat Sep 17, 2011 3:53 am
by FDru
6 is easy and you will feel dumb when you figure it out (at least I did).

Re: Beta update: Soko and Crime

PostPosted: Sat Sep 17, 2011 4:05 am
by fall_ark

Re: Beta update: Soko and Crime

PostPosted: Sat Sep 17, 2011 4:54 am
by Darvin
Something needs to be done about the Transmuter/Rock Heart combo. I do not have Rock Heart in my locker, and as a result I really feel like I can't play the Transmuter (at least without doing abusive stunts like the one q3 demonstrated).

Also, I don't know why people are stumped on puzzle 6. The only ones that are giving me any trouble are 4 and 7, which I'll come back to later (too tired now).

Re: Beta update: Soko and Crime

PostPosted: Sat Sep 17, 2011 5:23 am
by FDru
If you could play the transmuter before, you can now. The only problem is that the cost of breaking walls is too high to use fireball initially, so you probably need to run around collecting mana boosters first, or play an elf. Honestly though this is an issue even with the rock heart.

Re: Beta update: Soko and Crime

PostPosted: Sat Sep 17, 2011 5:44 am
by Darvin
I'm not saying he's unplayable; I just feel like I'm playing a class at half-strength because I don't have the obvious synergy in my locker.

Bottom line is that this class will be balanced on the presumption you have a rock heart (when they finally get it right), so why not just cut to the chase and make him start with the blasted thing in his inventory rather than creating a locker tax for transmuters.