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Murp

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Posts posted by Murp

  1.  

    Pretty sure fists count as melee weapons for this purpose. I'm not ruling out the possibility that I'm mistaken, since it's been a while since I've touched one, but I think I'm right about this.

     

    Anyway, it's a numbers problem, and its needs a numbers fix. Tacking on geegaws won't get rid of the problem, because the issue is systemic.

     

     

    Fine whatever, not worth arguing over. I was just suggesting something like the unique abilities that subs like Soul Blade, Troubadour, Ghostheart, get. You know, creative utility that can be used in builds and stuff instead of flat stats and number crunching.

     

    Forgive a naive lad for wanting fun cool things pappy. 

  2. Either abandon the "wound-spender" archetype altogether and put their cap at 10, or allow them to generate wounds off of abilities but adjust the numbers involved.

     

    Incidentally, why do you say Shattered Pillar is more weapon-centered? AFAICT it is exactly as good with weapons as any other monk, which is to say, pretty good. If anything, some single-class SP builds will specifically want to use fists for their high base damage and speed.

     

    Shattered Pillar is more weapon centered because they need to use weapons to gain wounds. I was hoping for a more creative solution than just number adjustment honestly.

  3. So I've been playing a Shattered Pillar post nerf and I realized that it doesn't really have any plus compared to the minuses. It allows for a more weapon centered monk but it's severely gimped in comparison to any other monk receiving it's wounds the default way.

     

    So what if Shattered Pillars receive a new ability similar to other subclasses?

     

    My Idea is that once per rest (for like 10 or 20 seconds during battle maybe?) they can apply their Transcendent Suffering bonus to their weapons. It could be called like "Transfer Suffering" or something.

     

    Or it could just get a buff to the rate at which wounds are gained but that's boring.

  4. Well I wouldn't say that this "needs" to be discussed considering it really isn't that big an issue. What exactly is wrong with playing with your classes full range of abilities while there's still content available to use it in?

     

    I can't tell you how many games just throw levels at you with them ultimately being completely unremarkable, Especially in late game when most just end up picking things that give you flat bonuses like more health or damage. On top of all that there's still a bunch of unique items and weapons to play and experiment with.

     

    How much more is there to complain about? Is there too much water? is the water too blue? Christ.

    • Like 2
  5. The concept of turning into what you are sworn to destroy is not exactly alien, see Matt Mercer’s Blood Hunter D&D class for example. As for the spiritshift of the Wheelbreaker, I think that maybe a Skuldr/ Skuldr King would be really cool, since making a werebat would be difficult.

     

    Somebody should just straight up make a blood hunter mod considering critical role's involvement 

    • Like 1
  6. While not spoiling anything, It's revealed in Deadfire that godlike can have their features altered through animancy.

     

    Although it would be an extensive and expensive feature, I think It would be cool if a certain NPC would sell you the ability to make your godlike look more like the race you chose for it in chargen while still having godlike features like glowing eyes or flames or gross deathy veins.

     

    That's asking a lot though.

    • Like 1
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