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January 26th, 2010, 12:23 PM
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Corporal
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Join Date: Oct 2008
Posts: 94
Thanks: 13
Thanked 18 Times in 10 Posts
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Re: Magic Items under CBM
Quote:
Originally Posted by Sombre
Why would you nerf the situationally useful horror helmet? It isn't like it's overused and eclipsing balanced items. It's often useful as is, whereas the imp axe generally isn't, so boost the imp axe. Not rocket science.
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Because I still see the helmet as useful at construction 4 - I have used it reasonably often in games after having researched past construction 2. And if it were bumped to 4, I would see the axe as an early crafting option. Since there does not seem to be that much agreement about how to improve 2-handers, I think this might be an easy way of doing it.
I can see using the axe with e.g. trample-thugs in the event of such a change.
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If it never entered your mind, why are you assuming that's how I interpreted it? I just said it isn't possible.
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Some of your later posts led me to believe that you read it like that. If you did not, all the better.
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For instance you could turn Horror Helm, the item, into a replacement for imp axe which wouldn't have the pillage bonus, if you accepted that you'd be losing horror helm just to remove an attribute no-one cares about. Same situation with construction 12 items, if there was even one that just granted fear, it would be a less messy solution to the 'problem' (imp axe having pillage).
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Thanks, I thought so, but since I have not really tested it, I appreciate the confirmation.
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January 26th, 2010, 02:51 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Magic Items under CBM
I think the imp axe would suck as much on a trampler as on anything else. In the rare cases that anyone would even make early trampling thugs they'd be better served with an additional shield.
As for horror helm being usable at construction 4 - so what? Countless items would still be usable at higher levels of construction. They'd just be worse. It doesn't mean anyone would build the dross items, they'd just save their gems or spend them on stuff other than forging. The imp axe is currently just a bad use of gems except in extreme niche scenarios.
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January 26th, 2010, 03:57 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
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Re: Magic Items under CBM
I know it is not a good idea to change the cost and research level of commonly used items, because it confuses people. Most of the time I agree with this. But there is one item I think should get changed. It is so commonly used that it sometimes seems like thugs all might as well come with one misc slot, and automatically have luck. (That is a slight exageration, but it does seem like most builds need to have that lucky pendant.)
I think the lucky pendant should be research level 4 and cost 10 astral. If you make that change then there will be a lot more variety in what is used in the misc slots. There is a lot of interesting item, but they are rarely used because they are completely overshadowed by the lucky pendant. This modification could change the balance in the game, and a lot of people will likely be against this, but I think the change would be for the better.
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January 26th, 2010, 04:00 PM
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BANNED USER
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Join Date: Nov 2009
Posts: 122
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Re: Magic Items under CBM
So who would use the lucky coin then?
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January 26th, 2010, 04:06 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Magic Items under CBM
Watch as faithful and lucky coin soar in value!
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January 26th, 2010, 04:21 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
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Re: Magic Items under CBM
Quote:
Originally Posted by Sombre
Watch as faithful and lucky coin soar in value!
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That would be one of the effects I would hope for.
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January 26th, 2010, 04:23 PM
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Major
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Join Date: Feb 2009
Location: Me a viking
Posts: 1,012
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Thanked 122 Times in 73 Posts
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Re: Magic Items under CBM
I would rather make the amulet construction 6. So you'll have a midgame period when people needs to use faithful and lucky coin or skip luck. That would also make the choice of shield less obvious.
The reason is that I think increasing the gem cost would simply make the amulet useless.
Another option is to make the faithful and lucky coin cheaper.
__________________
Voice of ***** and her spicy crew!
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January 26th, 2010, 05:00 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
Thanked 9 Times in 7 Posts
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Re: Magic Items under CBM
I don't think making it cost 10 gems would make it useless. It just means you would only want to use it on your high value SC's, and not on every thug.
Making it only construction 6, without increasing the cost, would mean that once you reach construction 6 every single thug would have a lucky pendant again. I would like to see more varied use in misc slots.
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January 26th, 2010, 05:19 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
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Thanked 116 Times in 73 Posts
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Re: Magic Items under CBM
I rarely see, say, Eriu/TNN thugs with lucky pendants. They simply don't need it, and as Eriu doesn't have piles of astral lying around generally they'd rather put it to more productive uses (starting with the AMA which is absolutely essential).
Most thugs rarely have full slots anyway, because its not cost effective if you're fielding large numbers of thugs. Cheap thugs with no more than 4 pieces of gear (weapon, shield, AMA, maybe one more piece) is the way to go.
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January 26th, 2010, 05:41 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
Posts: 566
Thanks: 8
Thanked 9 Times in 7 Posts
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Re: Magic Items under CBM
Out of curiosity, what is the chasis used for these thugs?
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