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  • Results 1 to 6 of 6
    1. #1
      Dylan Windwalker's Avatar
        Dylan Windwalker is offline Legendary Wizard

      • Dylan Windwalker's Wizard Stats
        •  Wizard's Name:
        •  Dylan Windwalker, Valerian JadeBlade, Scot WaterWielder, Seth DreamDreamer
        •  Wizard's Level:
        •  130
        •  World:
        •  Empyrea
        •  Wizard's School:
        •  Balance
        •  Pet's Name:
        •  Lord Lillie
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        •  Enchanted Armament
      Status: Upsidedown and Backwards
       
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      Starting with 6 pips?

      What are your thoughts in this incentive where the Level 150 deck gives +1 power pip instead of +1 regular pip? Would this be OP in some way such that Ki hasn't done this in the past?

      Thus, instead of starting with 1 power pip + 1 regular pip + 1 power pip from the first turn (5 regular pips), we start off with 2 power pips + 1 power pip from the first turn (6 regular pips).

      Signature created by Expelliarmus in Blue Nouveau Designs, thanks!
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    2. #2
      Willowdreamer's Avatar
        Willowdreamer is offline W101C Team Leader

      • Willowdreamer's Wizard Stats
        •  Wizard's Name:
        •  Victoria Willowdreamer
        •  Wizard's School:
        •  Life
        •  Pet's Name:
        •  Cosmo
        •  Pet's Type:
        •  Kookaburra
      Status: Small everyday deeds...
       
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      Re: Starting with 6 pips?

      It sounds like part of the inevitable power progression to me. Enemies have been starting with 6 pips against us for a while.

      Watchtower Hall crafted 7/21/10 -- Guides: Crafting Stations, here -- Crafted Grizzleheim Housing Items here -- Mirkholm Keep Ore/Diamonds here -- Cave of Solitude Black Lotus here

    3. #3
      Cosmos's Avatar
        Cosmos is offline Grandmaster Wizard

      • Cosmos's Wizard Stats
        •  Wizard's Name:
        •  Colin Willowwraith
        •  Wizard's Level:
        •  50
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        •  Grizzleheim
        •  Wizard's School:
        •  Death
        •  Pet's Name:
        •  Cosmo
        •  Pet's Type:
        •  Sea Dragon
      ----
       
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      Re: Starting with 6 pips?

      Well KI has to start making progression somewhere. Will this break all the balancing that they've been trying to do? Potentially. I think that this will go a long way toward making the more disused 10 pip spells easier to swallow though.
      Come back alive. It'd be an awfully empty galaxy without you. - Garrus Vakarian // I also write my own stuff ~

    4. #4
      LenoraSpear's Avatar
        LenoraSpear is offline Novice Wizard

      • LenoraSpear's Wizard Stats
        •  Wizard's Name:
        •  LenoraSpear
        •  Wizard's Level:
        •  130
        •  World:
        •  Wizard City
        •  Wizard's School:
        •  Life
        •  Pet's Name:
        •  Buttercup
        •  Pet's Type:
        •  Kookaburra
      ----
       
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      Amazed2
       
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      Re: Starting with 6 pips?

      At the first turn, everyone started with six pips were great to upgrade to balance with over pip enemies and bosses. Probably, the six pip do some damage for single hit or aoe will be be quicker and saved time on questing at higher levels.

    5. #5
      Allison DeathWielder's Avatar
        Allison DeathWielder is offline Archmage Wizard

      • Allison DeathWielder's Wizard Stats
        •  Wizard's Name:
        •  (I'm male irl) Allison | Roslyn | Emily | Bailey | Morgan | Calamity | Destiny
        •  Wizard's Level:
        •  130
        •  World:
        •  Empyrea
        •  Wizard's School:
        •  Death
        •  Pet's Name:
        •  Midnight
        •  Pet's Type:
        •  Shadow Beast
      Status: Lemme go to Yago D:
       
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      Re: Starting with 6 pips?

      When Celestia was in test realm way back in 2010, the level 55 wands were introduced as the first wands to give +2 Power Pips, and this was seen as too overpowered to make it out of Test. At the time, we didn't have pip decks, so we could have started with a maximum of 6 pips with those +2 Power Pip wands.

      I've wondered for awhile why after so many levels being added since then, they haven't tried this again. Maybe now with the existence of pip decks it would be too much of a leap for wands, but I would definitely like to see the decks go to +1 power pip and eventually have the wands at LEAST go to +1 power pip and +1 normal pip later on. There's been little to no incentive to upgrade my deck in years because the only changes have been marginal increases to stats like health. An extra pip would be a massive change that would make it a must have.

      1 account, 7 Wizards. Over 10 years of adventure

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    6. #6
      JaredSpellFrost's Avatar
        JaredSpellFrost is online now Grandmaster Wizard

      • JaredSpellFrost's Wizard Stats
        •  Wizard's Name:
        •  JaredSpellFlame
        •  Wizard's Level:
        •  130
        •  World:
        •  Empyrea
        •  Wizard's School:
        •  Ice
        •  Pet's Name:
        •  Fuzzy Jake
        •  Pet's Type:
        •  Freezing Raincore
      Status: Frosty
       
      Mood:
      Cold
       
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      Unhappy Re: Starting with 6 pips?

      This game just wasn't fundamentally designed with power creep in mind, so sustainably increasing our stats while maintaining balance might not be possible. Would increasing our starting Pips be a good idea for future Wizards in Lemuria? ..Maybe. It would certainly give more use to the 7 Pip versions of our Karamelle Shadow Spells, but I'd argue that alone it isn't a revitalizing solution which will make combat more dynamic and fun.

      Of course, with the current downwards direction the Devs are taking I doubt that we'll ever see anything pertaining to proper game rebalancing, so we might as well add more fuel to the fire and up our starting Pips to six!


      Last edited by JaredSpellFrost; 5-11-21 at 11:29:42 PM.

      "Yet like a bad case of athlete's foot you just kept coming back." -Cosmos
      . . . with Persistence, Victory is assured.




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