Artifact and General Item Balance Discussion

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Zizzo
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Re: Artifact and General Item Balance Discussion

#91 Post by Zizzo »

SageAcrin wrote:Should you be surprised that the ability isn't just Nethacky trap flavor and actually has a point? Well, basically every talent in this game does in fact have a point-some are better than others, but they're clearly designed to have a positive role for the player. Why would you expect trap abilities?
[slaps forehead] Why does everyone keep assuming I'm expecting a trap here? As I've repeatedly explained now, my question on Spellhunt Remnants all along has been, "Why would I want to do that?" (And it's certainly not as though they'd be the first item I've ever found with a seemingly pointless activation [oh hai half the charms in the game...].)

And your analogy to talents doesn't really work. Even the talents I personally consider pointless have descriptions that expressly describe their upsides and downsides, such that I could see how someone who valued a particular talent's described upside more highly than I do (or who didn't consider its described downside to be an immediate dealbreaker as I do) would legitimately want to use said talent. The description of Spellhunt Remnants' activation, by contrast, doesn't describe an upside or a downside [well, apart from the downside that you're now out one (1) artifact] --- in other words (and with apologies for belaboring the point), it doesn't answer the question, "Why would I want to do that?".
HousePet wrote:And every antimagic friendly character knows that arcane stuff is bad.
Which is precisely why I'm burying them in a heavily guarded fortress at the bottom of a deep lake teeming with unspeakable horrors, so those filthy arcane users can't get their grubby protuberances on them. :wink:
HousePet wrote:As for Coral Spray, if you have already decided that blocking is useless, is there any reason for you to care about a small retribution damage effect?
Well, with full information, I can well imagine that I might have read Coral Spray's description and said, "Wait, so Blocking with this shield actually does something useful? Huh. I might have to give that whole Blocking business another try, then." Which could have been, y'know, fun. (You were objecting, as I recall, Judecca, to my description of hidden powers as "unfun"? Well, case in point.)
HousePet wrote:Do we need to explicitly state which item completes a set and what the bonusses are before you combine them?
(shrug) The items I've found so far that (I assume) are set co-members have had obvious common name elements, which I think is a strong enough hint, given that you've also been explicitly told that the items are part of a set. The whole hidden-powers business we've been talking about up to this point would be more analogous to the game not telling you that "this item is part of a set of items" until after you'd already put on all the set items at the same time for some other reason (and possibly even not until you'd done some additional unstated thing with them to "trigger" their set synergy).
Judecca wrote:Er, saying Spellhunt Remnant's stats at base aren't out of line with other tier 1 (or generally early game, anyway--some t2 artifacts can be found off the first few bosses pretty commonly) is pretty amazingly disingenuous.
Prox's foot? Tooth of the Mouth? By your argument, I should now be assuming that those also have some hidden game-breaking power that I just need to discover the right secret incantation to activate.

And artifacts of the same tier aren't all supposed to be equally "powerful" or "useful" anyway. After all, if artifacts were uniformly better than all other items of the same tier, then wearing an artifact would be a "no-brainer" --- avoiding which, or so I'm given to understand, is meant to be one of the game's primary design goals.
Judecca wrote:There's already ample reason to believe that there's a "point B" in the form of common sense,
...Actually, common sense in this case would lead me to defer to the accumulated evidence of thousands of observations to date that tier has been an immutable property of literally every other item I have ever encountered in the game ever, including all the other artifacts. Expecting that this item, suddenly and without herald, will behave completely differently, on no stronger basis than a notoriously uninformative activation description, would be something of a non-common-sensical flight of fancy in the face of all that.

I respectfully submit, sir, that any stubbornness in this debate is not on my side of it.
Doctornull wrote:Hiding information prevents players from thinking for themselves. It encourages using spoilers, which are the ultimate NOT thinking-for-self.

Showing what an item can do enables players to think for themselves.

Seriously, how do you expect people to make rational choices without information about what those choices mean?
I wish to co-sign the preceding. :wink:
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Crim, The Red Thunder
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Re: Artifact and General Item Balance Discussion

#92 Post by Crim, The Red Thunder »

Well, if we follow the 'set item' logic (Not always clear. Mindstars, anyone? Beyond that, Snow giant wraps. That's not named in such a way that it's obvious...), then my proposed solution of some sort of entry saying 'this item has unique powers...' that either fills in after you find them, or perhaps can be revealed for some cash/fortress energy. This would preserve the mystery long enough to keep them unique and interesting (which helps with the monotony the game holds sometimes), but provide a base of knowledge that those who have no desire or inclination to experiment can use to find out anyway. Fortress energy is probably more balanced. Say... 30 energy per item who's powers are revealed this way? (or with gold, say... 500 gold each?)
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Zizzo
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Re: Artifact and General Item Balance Discussion

#93 Post by Zizzo »

Crim, The Red Thunder wrote:Well, if we follow the 'set item' logic (Not always clear. Mindstars, anyone? Beyond that, Snow giant wraps. That's not named in such a way that it's obvious...),
[checks notes] Huh. Had not noticed that. Sloppy of me. And I also just noticed that two artifacts that I'd assumed were set co-members based on their names, the longsword Wintertide and the Wintertide Phial, are apparently not members of any sets at all. I may need to temper my provisional assent on that "similar names" point...
Crim, The Red Thunder wrote:then my proposed solution of some sort of entry saying 'this item has unique powers...' that either fills in after you find them, or perhaps can be revealed for some cash/fortress energy.
If there's a reliable way to obtain the information, that absolutely satisfies my objections on the matter.
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Doctornull
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Re: Artifact and General Item Balance Discussion

#94 Post by Doctornull »

Zizzo wrote:[checks notes] Huh. Had not noticed that. Sloppy of me. And I also just noticed that two artifacts that I'd assumed were set co-members based on their names, the longsword Wintertide and the Wintertide Phial, are apparently not members of any sets at all. I may need to temper my provisional assent on that "similar names" point...
Add "Summertide" (the shield) + "Summertide Phial" (the lite) to your list. :)
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Crim, The Red Thunder
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Re: Artifact and General Item Balance Discussion

#95 Post by Crim, The Red Thunder »

I always assumed the set would be summertide and wintertide, actually. At the same time.
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HousePet
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Re: Artifact and General Item Balance Discussion

#96 Post by HousePet »

Could be a 4 part set.
The more you have equipped the better bonusses you get.
Not sure if the set code can do that though.
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Doctornull
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Re: Artifact and General Item Balance Discussion

#97 Post by Doctornull »

HousePet wrote:Could be a 4 part set.
The more you have equipped the better bonusses you get.
Not sure if the set code can do that though.
How would one equip the two different "lite" items?
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Crim, The Red Thunder
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Re: Artifact and General Item Balance Discussion

#98 Post by Crim, The Red Thunder »

Clearly, we need a prodigy that fuses them into 'twilighttide', or something similar.

Activate for Twilight Surge maybe, form a 3 part set with summertide and wintertide?
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HousePet
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Re: Artifact and General Item Balance Discussion

#99 Post by HousePet »

Obviously you wouldn't be required to equip all 4 items, hence you get better bonusses for equipping 3 than 2 or 1. :P

Eventide would be a better name for a merged artifact. (yes I have thought about this already)
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Doctornull
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Re: Artifact and General Item Balance Discussion

#100 Post by Doctornull »

Crim, The Red Thunder wrote:Clearly, we need a prodigy that fuses them into 'twilighttide', or something similar.

Activate for Twilight Surge maybe, form a 3 part set with summertide and wintertide?
OOo, ooo, how about "Equinox".

The midpoint between Summer & Winter.
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overtrix
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Re: Artifact and General Item Balance Discussion

#101 Post by overtrix »

How would one equip the two different "lite" items?

Possessors, woo-hoo, as in ToME :D

Atarlost
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Re: Artifact and General Item Balance Discussion

#102 Post by Atarlost »

I'd like to make a plea for Flamewrought.

Flamewrought has a low cost activation with enough maximum energy to use repeatedly and long range while being neither arcane nor antimagic. The damage isn't great, but it's something to do when better powers are on cooldown or don't have enough range.

It's not something I'd want to still be using in Dreadfell, but if I'm pretty sure I've used it happily if not for terribly long on more characters than have found it but not used it.

If others think it's weak and want to buff it I wouldn't object, but I'd be disappointed if it were removed.
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