Doom Reaper Cleavage

Justfungus

Well-known member
Carnage and plague reapers have cleavage. Quite a lot of it, in fact.

With a doom reaper you can tank it whilst sitting on your party, and they won't even be touched.

I would not be opposed to doom reapers being granted some boisterous amounts of cleavage, would make things a lot more interesting.

Thank you for reading. Make r10 dangerous again.
DD or E cup ? Just curious.
 

Lotoc

Well-known member
Weapon durability damage should also increase. Factor in how many mobs it takes to exhaust 6000 mana or so, and cause weapons to get damage the same amount, except shrines won't fix it since you can have more than 1 weapon and not more than 1 pool of mana.
more tools exist to sustain spell points than to sustain durability and you're not even factoring the demands of the sentient weapon system.
A caster using primal mantle with evergreen will basically never struggle with SP unless you're somehow in sustained combat with constant casting for like 20 minutes, bard song can consistently restore SP, there's even the dregs of Echoes of Power if you're genuinely running out.
Then there's clickies like ring of spell storing and such.
Meanwhile getting back weapon durability mid quest comes down entirely to spending real money.
 

Guntango

Well-known member
I actually think lost souls should be removed from high reaper. Incidence should taper down from max at r1 to none in r10.

I was quite surprised when I came back to the game and reaper had been introduced, a mode meant to be unfair and that was trying to kill you, to find lost souls were ubiquitous in high skulls. Part of the challenge of a caster, in times past, was mana conservation. So a more challenging game mode obviating one dimension of challenge seemed strange to me.

It's fun to get spent occasionally. Then you have to make decisions. Do I use some resources? Do we try to play carefully until the next shrine? Do we make a detour somewhere? And when you reach a shrine, gasping for mana: the relief! This aspect of the game seems hardly to be found now at cap.
Meh, it's not a game-changer. If you couldn't flawlessly solo an r10, lost souls ain't making the difference.
 

Synalon

Choose another soldier
Weapon durability damage should also increase. Factor in how many mobs it takes to exhaust 6000 mana or so, and cause weapons to get damage the same amount, except shrines won't fix it since you can have more than 1 weapon and not more than 1 pool of mana.
I don't think there is any need to create tit-for-tat in this case. The whole design philosophy of spell points is to have them be finite. Maybe in one or two quests, a unique mechanic that targets item durability could be fun. But if it were in every high reaper quest, it would just be tedious and require use of store items.
 

Synalon

Choose another soldier
Meh, it's not a game-changer. If you couldn't flawlessly solo an r10, lost souls ain't making the difference.
Well, they might. They make the difference between having to use resources or not. Getting an extra several thousand spell points for free every quest definitely makes things easier, and especially faster.
 

Bjond

Well-known member
You could test it.
I flatly won't play non-reaper on a caster due to lack of souls for SP. Shrines are typically not placed in spots that are even remotely useful. Alternatively, you have to moderate spell usage. Waiting for dots to kill does work and is a HUGE efficiency gain, but it's painfully dull.

Even if shrines are placed in good spots, by the time you finish shrining, the rest of the group (non-casters) are so far ahead, you might as well pike while they finish it.
 
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