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QCF Design Community • View topic - Item or God Changes
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Item or God Changes

PostPosted: Sat Oct 08, 2011 7:41 pm
by The Avatar
Please everyone who thinks an item should be changed post here.

Dragon Shield: Definitely 20% not 33%
Namtar's Ward: Definitely remove HP cost or make it a 3-4 death protection when you need it.
Tri-sword: 2 base damage, or 5 every two levels.

As for Taurog, he should just be revamped, here's some suggestions.
Choice of the warrior: Sacrifice a max mana and gain 10 piety.
Strength: Gain 3 base damage for 1 mp and 10 piety increasing by 10 each time.
Magic shield: 5% magic res for 1 mp and 10 piety increasing by 10 each use.
Piercing: Reduce all monsters physical resistance by 10% for 1 mp and 10 piety increasing by 20 each time.
Unstoppable Fury: Death protection for 25 piety increasing by 15 each time.
Champion: Become a Champion of Taurog and gain 30% damage and an additional base damage per level, but lose a mana each level for 100 piety.
If you have no max mana you cannot use his boons and will not get his champion boost upon leveling.

I think this would make taurog much more interesting and useful as you would have to choose how to spend your mana on his boons and he no longer eats your inventory. Also this could create some interesting strategies like grabbing champion and switching to mystera or dracul to counteract the mana penalty. Or you could start with MA or Drac and rack up extra mana before hand.

Any comments or other suggestions would be most appreciated!

Re: Item or God Changes

PostPosted: Sun Oct 09, 2011 5:28 am
by Darvin

Re: Item or God Changes

PostPosted: Sun Oct 09, 2011 7:26 am
by spoomak
I believe the current Taurog is liked by many players. Maybe he doesn't work well in vicious dungeons but he works very well in normal dungeons. I have to say I'm against (big) changes to Taurog.

Re: Item or God Changes

PostPosted: Sun Oct 09, 2011 8:13 am
by Darvin
I'm of the opinion that big changes must happen to Taurog. He's a wasted alter in far too many situations, good for piety farming and nothing else. The fact that all his boons share the same tradeoff means that for many characters there are simply no boons that work, while for the Monk and Berserker there's not a big penalty to collecting them all.

Working well on the normal dungeons doesn't say much. Most normal dungeons can be cleared without breaking a sweat with any half-decent preparations. The monsters and bosses are fairly straightforward and don't pull any nasty tricks, the bosses seldom have strong attrition properties so you don't need to expend many resources, and taking home half a dozen medals is typical. Taurog's weaknesses start to really add up the moment you leave normal-land for the the hard dungeons, and they're mindbogglingly bad trades in vicious dungeons where giving up your spellcasting ability is signing your own death warrant.

A perfect example of why Taurog is ill-suited for hard and vicious missions is the Creeplight Ruins. The three-stager boss is going to test your staying power in a way that no normal difficulty boss will, and the third stage's physical resist is going to punish a Taurog worshipper horribly. Overall, you'd actually be stronger by not purchasing Taurog's boons. While there are some cases where he'll work (he shines against the Matron of Flame) they're the exception and are few and far between.

Re: Item or God Changes

PostPosted: Sun Oct 09, 2011 9:58 am
by TigerKnee
I LOVE the idea of having one armory subdungeon boon where you can pick whichever items of his you like.

On the other hand, I'm not that big a fan of having so many different "negatives" to keep track of. Dracul basically only has 2, this version of Taurog has... way too many.

Re: Item or God Changes

PostPosted: Sun Oct 09, 2011 12:37 pm
by The Avatar
The one problem is stacking crazed frenzy could result in obscene damage from lev 10 berserkers (50 base+50=100 360% of 100=360 360+100=460! This could result in one hit killing herp the foreman before his bodyguards or a grimm's grotto tower of goo. Assuming you would not have any other items that gave you bonuses and you are not a human or orc.

Re: Item or God Changes

PostPosted: Sun Oct 09, 2011 3:49 pm
by Darvin

Re: Item or God Changes

PostPosted: Sun Oct 09, 2011 5:27 pm
by The Avatar
Great!
The one other thing is a berserker could get up to 8 death protections without if he went into the fight with full piety and no sacrificed mana.

Re: Item or God Changes

PostPosted: Sun Oct 09, 2011 6:49 pm
by Darvin
That's true... unlike blood tithe there isn't a dropoff in the synergy with blood swell. Guess it'll need a higher accumulating cost. I still think 20 is a good starting point, but it should accumulate by +15 or +20. Anyways, shouldn't be nitpicking this too much. It is just a broad suggestion.