Dardiel
Member
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I'll leave a review as well; for context, I got everything except for the Shadowstalker (Gold) misc: Shadowstalker misc: Very cool, I would've been happy to get it if I had done a better job of collecting gold throughout the year. Shadowstalker weapons: Also very cool, there is of course the whole thing of "when will I be fighting shadows/shifters" but that's already been brought up and responded to. The fact that the ability does a different thing against enemies that are immune to its main thing is great, and helps it always feel good to use. Shadowstalker shield: As above about the niche thing except this shield is leaning much harder into the niche, I tend to avoid using items that toggle like this unless I can create the condition where the toggle turns on so I can't really fairly say how much I'd like the shield. I do have mixed feelings about the concept of the shield - the point of the enemy type is that they do mixed damage so it feels weird to have a shield that makes the enemies basically just normal attackers, but also it's so hard to itemize for enemies with multiple attack types that I'd choose to have this shield every time I knew I'd be fighting an enemy like that. Devoured misc: Earth damage/resist toggle is cool, potence is cool, FSB for bonus potence is extra cool. I feel like it does so many things to be useful in multiple different scenarios, I'm trying to find a way to fit the full set on my character just because of this item. Devoured weapons: Updated autohit feels nice, paying damage for sustain is extremely welcome by me as well. If the numbers were to get tweaked (not that I think they should be, just since the concept has been mentioned) I would be on team "pay more damage to get more healing" and/or team "make the trigger multiplier proportionally larger like x.85:x1.3" but that's just because I enjoy spending damage for utility and setting up triggers. Devoured shield: Concept is very cool, I'm excited about the idea of imbuing effects onto attacks. The gripes would be that the cost is pretty huge, and is split into basically 3 effects (damage, heal, bigger damage). If it were up to me, I'd either remove the burn to focus on the siphon that fits the set's theme better than the burn does and/or I'd have the imbue reduce damage dealt by some amount as a way to reduce the SP cost of the imbue itself. And in fantasy dream land I'd make it possible to have the imbue apply the poison for the rest of the battle, though it seems others would rather have higher damage over fewer turns so I imagine it'd have to be a toggle (choose the permanent imbue or the short-term 2-5x power imbue) so as to not be called useless by the players that aren't me. Overall big fan of all the designs, I think the shield is slightly too many effects for too much cost and everyone's got an opinion on what they'd do "better" but in my eyes it was a very successful contest.
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