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Old April 17, 2018, 15:48   #32
Quirk
Swordsman
 
Join Date: Mar 2016
Posts: 325
Quirk is on a distinguished road
Quote:
Originally Posted by ripforareason
Maybe it could say 'While standing in a doorway".
Done.

Dropping gloves and hammers would make some sense, but I'd have to balance smithing costs down a little bit to compensate, and that might get a little bit trickier, as reaching the higher tiers of smithing does currently require this kind of ladder of making smithing gear. More guaranteed forges might help in giving people more opportunities to choose to pour XP into Smithing. I will probably hold off for the coming release though.

Quote:
Originally Posted by ripforareason
With the high level songs, one of the problems with things like str boosts is that you can't do as much with strength in this fork due to no Momentum
Well, light weapons obviously don't wear Strength as well as they did, but two-handed ones can still soak it up. I did go away after you said that and played with damage sides and things, but it didn't feel terribly clean design-wise. Maybe we need some way to make Strength more useful for light weapon users though it needs to be something that doesn't make bastard swords strictly better than greatswords again.

Strength aside, Valour's ability to stun on top of the +3 Dex can shift a battle in your favour by +5 Melee/+5 Evasion, which seems like quite a lot even if you can't use the Strength. I'm actually improving its odds of stunning by making it a more standard Will/Song test. I don't know if anyone's played with it so far though; it may still not have enough punch.

Quote:
Originally Posted by Blinkhog
Re: alchemy IMO as is it should be moved to slot 5.
Excellent. Our thinking aligns. This will be the case in the next release.

Quote:
Originally Posted by Blinkhog
Song of challenge, the balance seems good, maybe slightly too powerful, as orc archers become easy to deal with only 2 points in song and 3 grace. It also downgrades cat assassins from a terror to annoying. I like the mechanic though and the monster stances, I think this mechanic should be developed further.
I'm making this a little bit more nuanced for the next release; it should take an extra turn or two to get enemies riled up. The mechanic currently combines with Anticipate to let you call in extra trouble to hit it harder.

Quote:
Originally Posted by Blinkhog
The betrayal curse is interesting but I wielded a betrayal bastard sword artifact for thousands of turns and never noticed it betraying me.
Okay, this is very good to know. I didn't want betrayal artifacts to be too traitorous (or nobody would ever pick them up), but it would be better to have them be a little more treacherous. Tweaking the odds to increase the chances of things going wrong.

Quote:
Originally Posted by wobbly
Re smithing & grace items this gets annoying inventory-wise with vanyar spears & feanorian blades. I'd definitely keep artifacts like Maeglin's armour and the gloves. You could always make con the smithing stat. Most of the things you want to make cost con and if you smith con for your kit you use it.
This is not a bad idea. I still feel that if I remove Grace from Smithing I need a new Grace tree so as not to weaken Grace too greatly, but having Smithing itself based on Con seems thematic and unlikely to cause a smithing kit issue.
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