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#1
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Forum Member Posts: 522 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. |
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Post
#2
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Forum Member Posts: 606 Joined: 20-November 09 ![]() |
I wonder how he fares late game when warriors have lots of critical strike HLAs (main weakness in v5 IMO), though that hard hit looks pretty nasty. Inherent 12 AC vs 9-14 AC from armor end game (Red Coral Armor/great wyrm armor) are comparable, so weakness from not having armor is just elemental/magic damage resistance.
I can't decide if chainbreaker is supposed to be an "aww crap, the boss targeted him" ability (resistance + regen) or just for burst damage, though the latter seems a bit weak since you're probably close to 25 str with items around the time you get the ability. Maybe its both. Looks interesting - guess i'll have to try one to find out. What type of damage is the "hard hit?" It would be great if it changed depending on your weapon type. Has the casting time of risk decrement changed in v6? Not related to this thread, but have the auramaster or vagrant kits changed at all? |
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