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Death Armor Feedback
Posted: Sat Mar 30, 2019 7:40 pm
by RedGiant
I understand why death armor was nerfed for PMs, but it has also been rendered useless for just about everyone else, especially in potion and wand form.
Could we maybe take a look at these?
Or maybe some scripting solution?
This is abit hard to balance now...
Re: Death Armor Feedback
Posted: Sat Mar 30, 2019 10:03 pm
by Zed
The nerf to death armor was heavy handed Imo
Acid is still the better option, even more so now.
They should have toned the damage down to about maximum 15 damage to 20 damage instead of what its current was, and then made the damage a resistable element like negative energy.
I believe at the moment and before its an unresistable damage amount
Re: Death Armor Feedback
Posted: Sun Mar 31, 2019 1:11 am
by AskRyze
Death Armor is still very strong for PMs, as it should be. Yes, Acid is the better option for everyone else - that is probably intended. Keep in mind that you cannot resist Death Armor backlash damage, which on PMs is crazy. I've seen people kill an EDK just by drinking heal potions and letting it kill itself on their glorious biteback damage.
Re: Death Armor Feedback
Posted: Sun Mar 31, 2019 1:53 am
by RedGiant
The problem I am talking about is that, before the nerf, a potion of death armor was useful even for a non-PM class.
For example, one of my characters regularly used them in the Viper Temple, since they would inevitably be stunned, and this was a nice way of peeling off some HP or, on occasion, even actually winning the fight/surviving the stun flurry.
It was also useful in a thousand other scenarios. You cannot make potions of acid nor fire for bite back damage. Now...potions of death armor last the blink of an eye.
My suggestion would be to either increase the caster level on wands and potions of death armor and/or apply some unique scripting solution so that PMs could not abuse this.
In other words, bring back useful death armor for "norms".
Re: Death Armor Feedback
Posted: Mon Apr 01, 2019 6:02 am
by Jack Oat
Before the nerf:
A spell slot 2, minutes/lvl, CL + 1d6 Magical Damage biteback shield that was #20 on the Breach List for PMs.
After the nerf:
A spell slot 2, rounds/lvl, CL + 1d6 Magical Damage biteback shield that is #20 on the Breach List for PMs.
To be honest if you're relying on Death Armor potions to get through dungeons, I think there are deeper questions to ask than this.
The nerf was geared toward Pale Masters because on them it was 27-54 minutes of ~30 unmitigated biteback damage that they could slot like 6-8 of (because there's not much else to do with level 2 spell slots IMO, but don't send me a list because 95% of it should be extended or maximized), God forbid they're a Deep Imaskari with -spellclutch. As much as it may hurt your experience to have to down a Death Armor potion once every 18 seconds as opposed to 3 minutes for grinding, this is one of those things that just needs to pass by without any more protest.
Re: Death Armor Feedback
Posted: Mon Apr 01, 2019 8:50 pm
by MissEvelyn
I don't even bother with Death Armor potions anymore. They went from being helpful in dungeons and sticky situations to nearly useless.
Re: Death Armor Feedback
Posted: Sun Apr 07, 2019 1:41 am
by Ecthelion
Jack Oat wrote: Mon Apr 01, 2019 6:02 am
Before the nerf:
A spell slot 2, minutes/lvl, CL + 1d6 Magical Damage biteback shield that was #20 on the Breach List for PMs.
After the nerf:
A spell slot 2, rounds/lvl, CL + 1d6 Magical Damage biteback shield that is #20 on the Breach List for PMs.
To be honest if you're relying on Death Armor potions to get through dungeons, I think there are deeper questions to ask than this.
The nerf was geared toward Pale Masters because on them it was 27-54 minutes of ~30 unmitigated biteback damage that they could slot like 6-8 of (because there's not much else to do with level 2 spell slots IMO, but don't send me a list because 95% of it should be extended or maximized), God forbid they're a Deep Imaskari with -spellclutch. As much as it may hurt your experience to have to down a Death Armor potion once every 18 seconds as opposed to 3 minutes for grinding, this is one of those things that just needs to pass by without any more protest.
The author didn't argued about the nerf for PMs, he highlighted that the potions were now useless which is utterly true.
I mean they already weren't great before but now it's now even worth the drinking time. Delete the item totally or apply the nerf for PMs only. Nobody's going to use Death Armor potions in PvP anyway.
Or just change the value for the potions/scrolls. There are tons of possibilities to fix this. I think, at least. Because my coding understanding here ... *Coughs.*
Re: Death Armor Feedback
Posted: Sun Apr 07, 2019 4:08 pm
by Ninjaturtle
I don't understand the nerf to death armor as it was a nice addition to an otherwise worthless spell. Also, it had an absolute counter with a breach wand that nearly everyone could use. Just my thoughts.
Re: Death Armor Feedback
Posted: Wed Apr 10, 2019 10:55 am
by Ecthelion
2 or 3 Mords to get there though.
It's still worth it by the way, I think. It's only one low-duration buff to cast.
Re: Death Armor Feedback
Posted: Sun May 12, 2019 12:59 am
by yellowcateyes
Death Armor potions (and only potions) will now use the turns/lvl duration.
Pale Masters will not get improved magic damage scaling from using potions. They must cast the spell for that.
Re: Death Armor Feedback
Posted: Sun May 12, 2019 4:55 am
by RedGiant
Bless you! This is great!