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Messages - Entheogen

#1
Suggestions / Balance the Morghoul ears
July 30, 2019, 06:51:28 PM
Currently they are extremely common and are casting a level 9 acid sheath dealing 1d6 +18 damage per hit. This is going to unbalance PvP as such a common expendable item and potentially some boss encounters where creatures are meant to be harder to hit but are now smacking themselves for 60+ dmg a round with 3 APR.
#2
Suggestions / Re: Water and Air Summoning Themes
July 30, 2019, 06:35:59 PM
Can we please fix the primordial ice titans? Not even sure how to react to that IC.. it would instantly destroy any interior it was summoned into. Now I just run away in fear everytime someone summons one.
#3
Just to add to this, keen edge also does not duplicate to both weapons, nor does sonic weapon rune that I can't think of the name of right this second.
#4
Suggestions / Re: Perk Suggestion Thread
April 22, 2019, 04:26:18 AM
https://wiki.efupw.com/index.php?title=Fighter_Perks#Dual-wielder

First off I think the level 5 bonus of duplicating flame weapon to both weapons should be a universal quality of life change for everyone, not a specific perk factor.

I don't know why specializing in dual-wielding would let someone magically enchant elements onto their blades for a short time? What does this have to do with dual-wielding?
When I think of dual-wielding I think of speed, whirling blades, and sacrificing defense for attack.

Instead of gaining 1d4 damage for 2 turns and +2 deflection AC for 5 turns I'd like to suggest a few alternatives that might be used more and give the perk more flair.

1) -2 AC and +2 AB for 1 turn.
2) Gain the feat great cleave for 2 turns.
3) Whirlwind attack 3 uses per rest.
4) Haste for 5 rounds once per rest.

The first option would give a chance to fight on par in a duel or against a tough high AC opponent for a short time at risk.
The second option would solidify them as great PvE characters, and would look really good for "big fights".
The third option lets dual-wielders whirl and spin their blades a few times per rest. Looks cool, adds utility, adds flair.
The fourth option is a 150 gold value (potion) once per rest, a lesser form of "blinding speed" lasting only half a turn.

Mainly I just don't understand the justification for dual wielders being able to enchant their blades? This sounds like something a spellsword would do not a dual wielder?
#5
Suggestions / Re: An extreme Watery Seam
April 14, 2019, 06:30:33 PM
I almost soloed this quest on a level 7 fighter with a low level wizard following me around not doing anything. It is scary yes, but not nearly as hard as darkskull. It probably deserves a "difficult" rating, and it is probably harder the more people you have. I got the end boss down to badly wounded but died to bad back to back rolls and a reluctance to drink potions.
#6
See screenshot below. Table is not registering bets or paying out wins/losses.

https://imgur.com/a/tyM9tRT