QBOddBird
March 5 2007 8:28 PM EST
Why doesn't that sucker work in Ranged rounds? It sure needs to, that's where most battles take place now.
[T]Vestax
March 5 2007 8:49 PM EST
I think we need to rethink old Balrog. From it's conception it has never worked out to be worth the PR it adds. The problem might be in it's concept.
I'd like to open the floor to suggestions.
Personally, I feel it should transform the wearer into being much like a Balrog. When I imagine something like I imagine a being that carries with it a aura of fire and fear. I'd personally give it a set of simple benefits.
1) A Cause Fear Effect.
2) A Fixed amount of Fire Damage starting in melee. The damage would target like FB but the damage would be fixed, this way it doesn't overpower single minion teams.
3) Protection from Fire as it already exists.
Honestly, forget the backlash. It seems too specific, unlike GA, which works against all direct damage. A Balrog minion should be a scary vile thing that hurts to be even close to. I personally want the feeling of hesitation when choosing to fight a Balrog Minion. The same feeling I have when choosing to fight a ToA Archer team.
[T]Vestax
March 5 2007 8:50 PM EST
Once again the English Gods have abandoned me. I live in shame.
It has to work in ranged, and either block all DD like it does fire, or retaliate against all DD like it does melee.
RoBF? Okay, retarded idea time!
Had this stuck in my head for a week, and this thread is a good occasion to express my thoughts, and though I think it certainly is not the most harmless change, but I'd like to contribute my tiny bit of brain power.
Merge the IF with the RoBF. Make the Ice Familiar retaliate for some damage and protect against fire. Of course, I think it's damage would have to be reduced a bit. (CoC level trained in relation to tat level.)
I somehow think this idea is far from overpowered and does indeed make it a viable Familiar choice. The handful of people who appreciate the RoBf may not like the idea though...I personally think it would be cool, AND a rightful change.
Regarding your orginal post, that+HoC does make it work in last round of ranged too, and maybe retaliation could start there as well.
Sorry for the large portion of off-topic-ness...And feel free to flame this to death :)
ooh Balrogs so it'll ravage tanks, be easily killed by pansy arse mages and be equiped with a whip?
"It has to work in ranged, and either block all DD like it does fire, or retaliate against all DD like it does melee."
/me knows your motives ;)
"ooh Balrogs so it'll ravage tanks, be easily killed by pansy arse mages and be equipped with a whip?"
Last Balrog I've heard of got taken down by good ol' Gandalf, the wizard... :)
Although I pick on those ideas, I'm just playing around, and think the RoBF needs a buff of some sort :)
[T]Vestax
March 5 2007 9:38 PM EST
The RoBF has gotten buffs in the past. Plenty of them. It doesn't need another buff, it needs to be reworked.
It's been reworked many times. It's gone from the best item in the game to the worst, with many ups and downs in between.
But now it's the worst again, right?
I've had this idea for a while; why not let the RoBF still take the tattoo slot, but allow it to be worn with armor?
QBOddBird
March 5 2007 10:06 PM EST
It's never been the best item in the game - the CoBF, sure, but never the RoBF as a tattoo, that I can remember.
If it retaliates for every single blow, including during ranged, and for a decent bit of damage, this would be a fairly decent tattoo. As is it doesn't do a thing in ranged rounds - ToA does, ToE does, RoS does, FF does, SF does. The ones that don't do anything in ranged rounds are the IF, JKF, and RoBF. Anyone notice a trend here?
Drakon(DS)
March 5 2007 10:11 PM EST
alright this is a subject i can get into since my main char is based on it huh well the RoBF is a great tat in my opinion but it does not add an effect worth its pr increase also it does not deflect or retalate enough damage since at higher levels it doesn't help to much in the long run vs FB mages do to its aura effect being too low and thus your other minions get killed then the RoBF reaches its cap which is also too low same as the retaliation damage since tanks do 100k damage and i retaliate 40k but that is only against physical attacks now i did figure out a good strat with it (check my main char)(Guardian2) but my fight list is mainly single FB mages
How about giving the RoBF a percentage physical damage reduction. The MgS of Tanks.
I can't remember how CF worked in CB1 now. :( Was it a percentage dmaage reduction, or a chance you failed to attack per round? Or was it both during its life? :/
The ToE already is the damage reducing tattoo. IMO I think the RoBF was good when it granted evasion on the minion wearing it. Right now the fire reduction damage and the return damage are too small.
If it granted say, 1/3 of it's level in evasion (Similar to UC) and the aura effect and reduction and retaliation damage were upped it would be a decent tattoo instead of the ugly step sister. (haha RoBF isn't even in the spell checker)
QBJohnnywas
March 6 2007 5:42 AM EST
Give it some evasion - but only for ranged; up it's damage output (keep that in melee) and give it some AMF backlash reduction. Make it an alternative to the ToE as THE mage tattoo.
Have it burn those arrows, bolts, and explosive shots on the way in, reducing missile damage dramatically. No retal against missiles, that would be just plain silly.
QBJohnnywas
March 6 2007 5:46 AM EST
(btw, off topic but hey...has anyone noticed how many players look like giant babies?)
Flamey
March 6 2007 6:14 AM EST
Give it Evasion. Let's give it an Evasion aura too. :)
"It's never been the best item in the game - the CoBF, sure,"
That's what I meant.
Flamey, it used to give Evasion, but now it doesn't. Evasion totally defeats the purpose of the RoBF. With it, you WANT to get hit.
"btw, off topic but hey...has anyone noticed how many players look like giant babies?"
CB Baby Boom?
"Give it some evasion - but only for ranged; up it's damage output (keep that in melee) and give it some AMF backlash reduction. Make it an alternative to the ToE as THE mage tattoo."
Interesting choice of a tattoo if that were to happen, I might even try it out if that were the case.
Perhaps it could have the same skills it has now only it has natural ac say slowly building up from 100 at like 400 k to say 400 at level 2 mil? and/or even allow melee blow be able to be taken into ranged
Flamey
March 7 2007 12:17 AM EST
"Flamey, it used to give Evasion, but now it doesn't. Evasion totally defeats the purpose of the RoBF. With it, you WANT to get hit."
I know it used to give Evason, but you're right, the point is to get hit.
Drakon(DS)
March 7 2007 12:17 AM EST
ok this may sound silly but the point of the RoBF is to be hit so giving it evasion would defeat the perpose of the tattoo itself but i do like the ranged damage reduction but it does fit well(it already protects from explosive shots) but it does need a kicker (sorry to much magic) but i dont really know what ill get back to ya on that
Flamey
March 7 2007 12:17 AM EST
Evasion* :\
Drakon(DS)
March 7 2007 12:21 AM EST
well i got something how about it asorb fire damage as health huh huh it might work but keep the aura and let it go over the max health like VA
Currently, the RoBF reduces fire damage by 10% of its level per battle. It also has an aura effect of, I think, 25%. If a tattoo is level 1,000,000, does that mean it will reduce 100,000 points of fire damage for the whole team per battle, or will it reduce 100,000 on the wearer, and 25,000 on everyone else, per battle?
100K on the wearer, 25K on the rest of the team.
If that's the case, then adding MM and CoC to the blocked DD types is indeed a good idea.
Its FIRE not Ice or steel, what about nature power? Rune of the Treant? That hurls blocks of stone or logs?
that 100k in fire reduction is less than 1 FB from a mage, and 100k reduction on expo shot isn't that helpful either when you look at the damage that does (yes i know this is at a 1m level tat) up the reduction and retaliation damage.
[T]Vestax
March 7 2007 12:57 PM EST
As I said before, Evasion currently runs counter to the RoBF's backlash damage, but everyone feels the tattoo should prevent the attacker from hitting them. This is why I suggest it simply deal constant damage to everyone in melee. Then once you add an Evasion type ability, it won't run counter to the damage it deals.
Also, I think just adding Evasion is a bit boring. This is also why I suggest a fear effect instead. Basically a reduced chance to hit that is countered by ST. This of course only applies to Tanks who need ST anyways. Having it work on Mages would make it the 'I win' Tattoo against them.
The Tattoo needs a synergy. All of it's parts need to work together, or else it will never catch. The ToA has synergy. It provides ST, DX, and PTH. All things that a Tank needs and nothing a Tank doesn't. The RoBF needs to be like that.
Drakon(DS)
March 7 2007 9:36 PM EST
ok listening to vestax this is what i think RoBF should do
RoBF
Effect 1) 100% Equipped Minion 25%Aura
Effect 2) Fire Reduction 25% of tattoo level
Effect 3) Fire Damage Constant 25% of tattoo level
Effect 4) Fire Shield Reduces ST when attacked By 25% of tattoo level
Effect 5) Fire Damage per Attack 10% of tattoo level
"but everyone feels the tattoo should prevent the attacker from hitting them"
I thought we cleared this up. Flamey ceeded the point.
Drakon(DS)
March 7 2007 9:49 PM EST
"but everyone feels the tattoo should prevent the attacker from hitting them"
I thought we cleared this up. Flamey ceeded the point.
if you were talking about this
Effect 4) Fire Shield Reduces ST when attacked By 25% of tattoo level
i was sayin to reduced the attackers ST so they would do less ST based damage since it alreadly has the fire reduction but it aint enough
I was replying to Vestax, not you. Yes, reducing ST is a good thing.
Drakon(DS)
March 7 2007 10:19 PM EST
oh ok i was just wondering so i could clear it up cool
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