![]() |
The Black Wyrm's Lair Terms of Use |
![]() ![]() ![]() ![]() |
![]() |
![]()
Post
#1
|
|
Forum Member Posts: 524 Joined: 12-April 06 From: Netherlands ![]() |
The Riskbreaker is extremely interesting, but he seems more like a chore to keep alive. I have some ideas on how to play with him (I started a quick game to try out some things), but he could use a fun upgradeable ring and/or amulet that provides some protection options to take him out of the continuous baby-sitting bin. Without such a bonus, I believe that the riskbreaker will not be played. People should have an incentive to play him. Have people find the item in the early game, then have them upgrade it in the mid-game.
Perhaps the item should provide "Shield" thrice a day for when blur runs out after the so-manieth time the opponents cast "True Sight". Further bonuses might be something like +2AC, +2 saving throw vs spells, 10% resistance to fire/cold/magic damage. Later improve it to +3 and +15% or something.... minor bonuses add up through an entire game. |
|
|
![]() |
![]()
Post
#2
|
|
Forum Member Posts: 5 Joined: 26-January 07 ![]() |
I would add disadventages like -2 strenght and a 14 intelligence requirement otherwise riskbreaker too strong : you are giving him powerful abilities (the 15% thing) usually only available through the use of mighty weapons introduced by IA...
I like the brewing potions ability. It would then justify the high intelligence score. Moreover i really don't like this 20 points healed on hit thing. Is he a vampire or smthg? Additionnal damages should be lowered like Iroumen said and I'd decrease the trigger chance of 15% to 5%. This post has been edited by hankiwi: Mar 6 2008, 08:53 AM |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 9th September 2025 - 01:13 AM |