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swils

Eurobricks Dukes
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Everything posted by swils

  1. Well, it would affect the two 'flies that I assassinated in Round Two, so wanted to make sure.
  2. CMP, hoping to get a clarification on the White Marksman's Hat. Before the battle, I passed it off to posades, as that's what had been discussed in our group's PM's (Doc had told posades that Xander could use the hat when he hit 20). You had it listed in his inventory for the first round, but it didn't really come into play in the rolling. There was a brief discussion in the R&D thread about the Hat and how it would be applied to a multi-target hit, which I'm assuming you read, because based on the rolls from Round Two, Thorm had the hat equipped again, despite it being listed as being in Xander's inventory. I certainly wouldn't mind if you took the R&D discussion as one big "Oopsie!" and reversed the Hat-trade, but in case you didn't, I felt it was worth bringing up. I write too much. Sheesh.
  3. If the only barrier is getting to Level 30, then I think they should only be a direct upgrade from the basic class, almost exclusively an increase in numbers on Shield rolls, maybe some "Miss" changes. Definitely some bonus health/ether, but I'm not going to touch those here. Just quick ideas, not a suggestion of final numbers or designs. But I think those would be good "free" upgrades to the BC's at Lv30 that would give the RP sense of "becoming a stronger version of myself." WIth the exception of the "Miss" rolls, nothing would infringe upon the specialties/flavor that any of the AC's or other EC's offer. They simply become slightly stronger versions of the basic classes. Now, if there were to be a more demanding barrier to advancing to these six classes, I'd be fine with some more significant changes. In the above cases, there are some more significant changes made to the classes that really accentuate their strengths/traits. Barbarians and Mages are able to spread their damage around more. Clerics become more efficient at keeping their party alive, Knights become better at protecting the party. Rangers get better at single target damage. Rogues will be freaking rich. These are more significant changes while not breaking away from the feel of the basic class.
  4. Frosty/Ice, then I had a little blurb in there about how Icy/Ice was probably the worst example, but typed over it, meaning to rewrite it... never did. Oops. I'd agree, more elemental special damages would be good, but I have also liked the idea of elemental free hits/damage rolls for quite some time. Certainly not applied across the board (as in, all Flying types deal air damage), but in fitting situations.
  5. I think Flipz meant that, say, the current classification of "Icy" monsters would continue to deal physical damage, while the new alternate type, "Ice" monsters (Seen as "Icy/Ice", like "Demon/Darkness") would deal ice damage on free hits. "Flying/Air", "Aquatic/Water", etc. Having an alternate label would globalize/standardize the ability of a creature to deal physical or elemental damage in such a way as could be easily and immediately recognized. That said, I think such a mechanic is, at least for now, best suited to being listed as a Special Passive on a per-enemy basis.
  6. "Just try not to chuck yer gloves at us instead of baggin' em, Dock." Thormanil attacks Splatterfly B from the back row. Going to go ahead and assume that since there's 2x Splatterfly and 4x Shutterfly, as well as having mentioned status effects, Doc meant for us to target the Splatterflies and not Shutterflies.
  7. Volcano, eh? I don't recall anything about a volcano.. is my memory going bad?
  8. Hoard gold, pay your way to high stats!
  9. Well, the crow I'd assassinated was the same that I'd targeted, I guess I missed the fact that D, G, and Hen all were KO'ed and that's why they didn't get assassination rolls.
  10. I think that the Hat's effect is only applied to the initial target.
  11. Best make that happen, then!
  12. Don't I know it! Refer to the meat of my post for my thoughts on all of that! Wouldn't have it any other way Too lazy to quote a third time. @Scuba, If you're right, that will be a truly terrifying combination.
  13. No argument, they're definitely sidegrades moreso than upgrades. Definitely useful under the right circumstances, though the same can be said for most any class at a given tier. True, but from a game-mechanics perspective, there is nothing stopping Docken from lugging around using, simultaneously, a longbow and aforementioned tower shield. I don't mean to say that it should be changed to make more sense, just that the idea of a minstrel with an axe instead of an instrument isn't too far-fetched either, despite the obvious lore discrepancy.
  14. Quick question before the meat of the post so that it doesn't get lost or forgotten about afterwards: Is there any specific balancing reason for not having expert classes able to use weapons suitable for the character's base class? I can understand that it wouldn't make sense for a minstrel to be hauling around a giant axe while singing and playing his tunes (unless the axe doubled as a badass lyre), but it also seems strange that a person would 'forget' how to fight with a weapon that they have been using since they were just wee little adventurers. From a lore standpoint, it would also seem odd that Wardens can attack with bows (a weapon requiring two hands) while wielding bulky tower shields. Is that just one of the drawbacks to the Expert Classes, having to, in some cases, almost entirely re-gear your character? Anyway, Incoming essay. I'm quite excited to see more strategic parties forming as time goes on. Synergy will definitely have to be taken into account--it would be unwise, in most cases, to bring a Shaman and a Witch in the same party, for example. Utility/hybrid classes will become very popular. I've been replaying Dragon Warrior Monsters over break, but this concept can be seen in most any JRPG (the Dragon Warrior/Quest series is just a really good example as a whole): Having one Healer simply isn't enough, you have to be able to fix a problem should that healer be taken out of the picture. Out of a 3-slot party, *my* preferred setup is a Damage Dealer/Tank, Healer, and a Buffer/Status-inflicter. All three carry single target heals and Revive, while both the Healer and Buffer each carry a strong attack or two, so that I can always keep my team up and always be dealing some damage. Applying that to Heroica, I think one of the most solid/versatile party cores would be a Warden, Druid, and Witch (well- and properly-equipped). If the party were to expand to four (or more), I would take a Sage before anyone else, but would also consider a Sorcerer for their AoE-stun. I'd also consider a well equipped fighter capable of offering the same utility, say, a Raider with a blade capable of stunning... . If we look towards Expert classes, I'd definitely add Chi Monk, Harlot, Minstrel and Winged Warrior to the "Party Member #4" list. Beyond the "optimal party for every day encounters," there are some interesting possibilities if some specific requirements are met. Thanks to his new Rubber Band, Galen would make an *excellent* Skirmisher when in a party that can fight exclusively from the back row (Warden, Sage, Druid, and/or Hunter). Then there's the potential synergy between Infiltrator and Necromancer, if the Necromancer's minions count as "Standing allied party members" (though I don't imagine that they do... ). The coupling of a Minstrel and an Alchemist could make a great supporting cast for a Mystic Knight trying to imbue their equipment without breaking the bank on Tonics. So much possibility, I really look forward to seeing more advanced tactics come into play as time goes on.
  15. "Aye, I was thinkin' the same. Best to try and stun 'em all then duck back behind the line for now." Thormanil steps to the back row and readies himself to attack Flutterfly A.
  16. "Psh, as if you're the only one with an appetite in here, Docken." Thormanil chuckles, "Feels odd to be askin', I'm usually tryin' to boss everyone around, but what's the plan here?"
  17. Thormanil passes the White Marksman Hat to Xander.
  18. Yeah, I only had to give Doc the Armor Sundering Scroll, a couple hundred gold, and my soul. Pretty solid combo though. Now I just need a pair of Lucky Dice or similar... E: To clarify: I feel as though, by giving Doc the scroll, I have contributed to the making of a min-maxing monster. Mixed feelings, heh.
  19. "Hah, now that's more like it!" Thormanil charges the Battle Ant from the front row.
  20. "Well, I'm sure not afraid of a little crow!" Thormanil says, as he attacks Scary Crow E from the front row.
  21. Yawning, "Back to the fourth crow, then." Thormanil will attack Scary Crow D from the front row. Wouldn't I have taken 3 damage, down from 5? I'd only take no damage if you'd switched Althior and Thorm.
  22. "Way ahead of ya, boss."
  23. "Ack! Damned birds keep peckin' at me! That's what I get for bein' the only one up front, eh?" Thormanil will attack Scary Crow C from the front row.
  24. "Bah, but I was just about to lop its head off!" Thormanil changes his target to Scary Crow D from the front row.
  25. Thormanil repeats his action.
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