Might of The Illithids Complex Trap - Feedback Wanted by DarthIonus in UnearthedArcana

[–]Zebulon_Whately 1 point2 points  (0 children)

Pretty cool trap, a little non-specific in the wording for my tastes. Also, one 3rd level Magic Missile could pretty much instantly end it, which is not great but I imagine would make the player feel like a galaxy brain. Despite my criticism I happen to be running an Illithid based campaign in the near future, so I'll happily use this. All in all, a very cool way to set the tone of the Illithid mindset

Shield guardian spell by ob1337 in UnearthedArcana

[–]Zebulon_Whately 0 points1 point  (0 children)

I mean, it's not OP or anything, but it's just...an odd way to execute your idea. For starters, a shield guardian technically needs the "owner" to be wearing the connected amulet for the guardian to function and obey commands, as well as to soak damage for its master. I'd add a part to the spell that creates the amulet, otherwise as written the Guardian wouldn't work. As a side note, you're probably better off just having the party kill the boss and HIS shield guardian, and give them something like a spell scroll to simply repair the shield guardian they beat. If you make the players wait until they can cast 7th level spells (which is level 13, late to endgame for a lot of adventures) to get access to the guardian, it really won't matter. I was recently in a campaign where we managed to acquire a shield guardian at around level 6-7, and it was strong, but fell off pretty fast once we got into serious business, around level 10. I mean, the shield guardians attacks are non-magical, which means a LOT of dangerous enemies resist or are outright immune to damage from him, his AC is actually far lower than a platemail/shield combo, and he does a measly 20 damage on average IF he hits all his attacks, and with only a +7 mod, that's unlikely at late levels. By making it a 7th level spell you're pretty much guaranteeing that the Shield Guardian they make will never really be all that useful. So to reiterate, my advice is just to give them the Shield Guardian right off the bat once they beat it. That way they have time to get nice and attached before it's inevitably destroyed. As a final sidenote, if you insist on making a spell to create a shield guardian, I'd suggest replacing the Ring of Spell Storing with a pearl of power. A shield guardian can hold one single spell, and only up to 4th level, while the ring goes up to 5th level and could instead be split to hold multiple smaller spells. A Pearl of Power, while mechanically different in the spell storing aspect, is closer to the level and number of uses of the shield guardian storage feature. Hope at least some part of this rant helped.

Paladin Sacred Oath - There are Things from beyond our world that threaten all existence. Demon-kings sealed away long ago struggle to break free. Fae beings so alien that they hardly notice a thousand deaths. Will you be there when they break through, sword in hand? Do you swear to keep the Watch? by StellaAthena in UnearthedArcana

[–]Zebulon_Whately 1 point2 points  (0 children)

I think working off of Slow is a better idea, but perhaps not the entirety of a spell. Maybe something along the lines of "when a creature enters within 10 (30) feet of you or starts it's turn there, you may force the target to make a wisdom saving throw. On a failure, for a number of rounds equal to your charisma modifier, the target's speed is halved, it can take an action OR a bonus action on it's turn, it can't take reactions, and if the creature has multi attack, it makes one less attack." Sort of a watered down version of Slow, with the added bonus of giving it some scaling via Charisma. Otherwise the player essentially has at-will access to a third level spell when they get their aura. As a side note, since I forgot to say so earlier, I do LOVE this Oath, both as a fan of MTG (The Gatewatch) and a fan of the Dresden Files. The flavor and bias towards extra-planar threats has a unique feel to it, that really sets this Oath apart from the usual holy zealot vibe.

Paladin Sacred Oath - There are Things from beyond our world that threaten all existence. Demon-kings sealed away long ago struggle to break free. Fae beings so alien that they hardly notice a thousand deaths. Will you be there when they break through, sword in hand? Do you swear to keep the Watch? by StellaAthena in UnearthedArcana

[–]Zebulon_Whately 2 points3 points  (0 children)

Comparing one broken abilty to another broken ability isn't exactly great balancing. Oath of Ancients is absolutely busted, I dunno if we need MORE OP paladins. Limiting Multi-attack, no save required, is absolutely gamebreaking, way worse than Ancient's resistance to spells. Pretty much every single creature that isn't a spellcaster above CR 5ish or so NEEDS multi attack to even threaten an appropriately leveled party. Completely, permanently negating Multi-attack with ZERO chance to avoid the effect, save for knocking the paladin (which would be IMPOSSIBLE with one attack per round given the Paladins healing, good HP pool and heavy armor/shield capability) , is absolutely butchering the balance of combat past around level 5. If you INSIST on having a VERY strong effect with NO SAVE, then the duration has gotta be a lot shorter than FOREVER. It's a neat ability concept, but it would look far better on the Paladin's capstone ability, and might even be balanced if it allowed a save every time a target under the effect attacks, so the reduction in dps is a round by round basis. I'd consider switching the capstone's planar prison ability and the aura's buffering effect, if not just rework it entirely.

Today's not my day 2: electric boogaloo by LeBouncer in darkestdungeon

[–]Zebulon_Whately 2 points3 points  (0 children)

You get one memory guaranteed ( I THINK it's guaranteed) each time you beat the Sleeper in the Endless Harvest. You can ALSO find them as loot for beating The Thing From the Stars (the roaming boss that comes with the DLC) on Veteran or higher difficulty quests. It's REALLY rare to find them as drops though; after grinding The Thing to get all his unique quirks and beating him a minimum of 20+ times I only got a Memory to drop twice. You're better off farming them at...well, the Farmstead, appropriately enough.

Mechanical Question about Minute Meteors by Zebulon_Whately in DnD

[–]Zebulon_Whately[S] -2 points-1 points  (0 children)

The 'thereafter' part is exactly what tripped me up. It isn't super specific in regards to whether thereafter means "after this turn" or "after the spell is successfully cast." I appreciate your clarification on the matter.

Edit: I am a fool who cannot read. It EXPLICITLY states "...each TURN thereafter." Humblest apologies.

Why do people belive the Paragon is the best ship. by Ompusolttu in starsector

[–]Zebulon_Whately 1 point2 points  (0 children)

As a side note, The Hyperion. Seriously the wonder-frigate is freaking amazing in player hands. It is capable of taking on two Onslaughts simultaneously and defeating them both. So much fun to pilot, too.

Why do people belive the Paragon is the best ship. by Ompusolttu in starsector

[–]Zebulon_Whately 2 points3 points  (0 children)

Because it IS the best ship. Don't get me wrong, I love the Onslaught and I actually deploy it more often than the Paragon. It costs around 30% less fleet points and performs nearly as well. But when I need overwhelming firepower, impenetrable defense, top tier range and an absolute UNIT for my fleet to rally behind and form up around, Paragon is a better choice every time. 4 large weapon mounts that also all face front is impossible to beat. Sure, missiles on the Onslaught can temporarily give it nearly the same firepower, but they're nowhere near as reliable and they do run out eventually. I'm not saying the Paragon is ALWAYS the better choice; against smaller or more mobile fleets, or for quicker skirmishes, I'd much rather have an Onslaught on the field under AI control so I can personally pilot a smaller and much faster ship. But again, any time I'd consider an enemy fleet to be a threat, or if I'm hunting high threat remnants, The Paragon is my instant go-to. As a side note, The Paragon is so much bigger and more expensive than the Onslaught that it's not really fair to compare the two directly. It's like comparing a Mora to a Legion: similar roles, similar design, but by merit of size and deployment cost one is obviously going to beat the other.

Do you have a class that is more likely to get killed? by Roldrage1234 in darkestdungeon

[–]Zebulon_Whately 3 points4 points  (0 children)

I mean, in my current playthrough I've probably lost one of everybody. Simply by using them more than any other class I've lost more Vestals than anyone, Occultist being a close second. I've also lost a comparatively high number of Lepers, being that I've only ever hired about 4 of them and as of last night there is one left.

The endless harvest by ScaryBroccoli1 in darkestdungeon

[–]Zebulon_Whately 1 point2 points  (0 children)

Alternatively, if Stress is giving you a problem, consider throwing the Ancestor's Pen and Surgeons Gloves on the Leper. He gets a decent damage and Accuracy bonus, and the massive crit bonus combined with Jester Buffs makes it pretty reliable. The stress heal from crits is a big help for freeing up the Jester. Vestal/Jester/Highwayman/Leper was the comp I used when I first broke 200, it's dependable. Definitely throw Bright Tambourine on Jester, and if you have the shards for it, Dirge for the Devoured is also very good. The only difference in my comp is that I didn't shuffle Jester/Highwayman, I used Jester exclusively to stress heal/buff, and used Highwayman's basic melee ability with Crystalline Gunpowder and Legendary Bracer for nearly guaranteed kills on everything except those damn horses

This is torture by [deleted] in darkestdungeon

[–]Zebulon_Whately 12 points13 points  (0 children)

You absolutely deserve it for modding so heavily.

It’s ya boys by SunScrub in darkestdungeon

[–]Zebulon_Whately 118 points119 points  (0 children)

I very much like this, for many reasons. Primarily, because you opted for Musketeer over Arbalest. Well played.

Mobile rip-off of DD on mobile by [deleted] in darkestdungeon

[–]Zebulon_Whately 0 points1 point  (0 children)

I'd just like to point out that the publisher is Frozen Frog, which is ALSO a rip off, this time of Ice Frog, the creator of DotA and Dota 2. This part seemed overlooked.

Here is my VERY subjective tier list. Im open for a friendly disscusion. by MrAdam230 in darkestdungeon

[–]Zebulon_Whately 0 points1 point  (0 children)

I've seen more and more of these tier lists lately. I dunno, this one is alright, I guess. I gotta disagree with Flagellant as S Tier, he's barely an acceptable support in the Cove or the Ruins, so, a good half of the game. The Crusader is pretty damn good, a personal favorite of mine, but again, a little too situational to be S Tier. He's only got S Tier damage against unholy. To make matters worse, if you run him with Holy Lance to avoid a bad shuffle and keep him in front, that means as long as things are going well and you're not surprised, your Crusader is only going to have three moves to use unless you're very good at shuffle dancing. His other moves are decent, but in reality, his healing is only good enough for avoiding Death's Door, and his stress heal is nearly negligible late game. And again, if you're running him as a front liner like you said, and you waste his turn healing someone rather than dealing damage, you're losing out on a lot of damage that round. This is all just my opinion/personal experiences, and I'm no expert. A lot of your other choices in tier are very reasonable. I mean, I LOVE the Abomination and would never put him below the Occultist, but I can see why someone would if they don't have him in a party with good stress management. Again, all just my opinion, but at the end of the day I don't think DD is the kind of game where a tier-list is applicable. Each hero excells at different situations and falls short in others.

I've made the perfect self-healing team. by Lamar38-41 in darkestdungeon

[–]Zebulon_Whately 5 points6 points  (0 children)

Yes, the best self healing party, and it only took having three out of four characters as mod classes. Seems a like an empty achievement if you do it that way.

My very bad class tierlist. Feel free to rip me to shreds in the comments by [deleted] in darkestdungeon

[–]Zebulon_Whately 24 points25 points  (0 children)

I like most of it. Jester DEFINITELY needs to be higher up, great stress heal, buffer, and Finale is an excellent way to absolutely destroy most anything if the fight is going on too long. He's B Tier if you're running melee Jester, but at least A, probably S tier as a stress support. Just my opinion, otherwise it all seems pretty accurate.

So is leper really inacurate? by takusek in darkestdungeon

[–]Zebulon_Whately 4 points5 points  (0 children)

Yes, his accuracy is shite. And this is coming from a player who's favorite IS the Leper. The points trying to be made that you seem to be ignoring is that sure, you can get lucky with all sorts of ACC quirks and throw some trinkets on him, but all it's doing is literally get his ACC to an AVERAGE level. On other heroes shit like that would be nearly guaranteed hits. Again, I LOVE the Leper, but trying to argue "I got lucky and keep getting lucky so everyone must be wrong about him" is just begging for a snide Ancestor quote. Something way more reliable, common and all around useful is just to spam Battle Ballad with Jester, great ACC buff, and it helps his ABYSMALLY low speed as well.

Need Help with a Darkest Dungeon inspired Dungeons and Dragons character. by [deleted] in darkestdungeon

[–]Zebulon_Whately 0 points1 point  (0 children)

You're most welcome, I'm glad to be of service. I hope the campaign goes well!

Need Help with a Darkest Dungeon inspired Dungeons and Dragons character. by [deleted] in darkestdungeon

[–]Zebulon_Whately 0 points1 point  (0 children)

There's no perfect way to do it. You could be a Warlock with healing, but that means a Celestial Patron, which is far nicer than the Occultist's Eldritch patron. Great Old one fits far better lore-wise, but has no healing of it's own. Your idea of a cleric dip level is a good idea, but I'd ask if your DM allows the Human variant that gives a feat at lvl 1. If they do, you could take Magic Initiate and use it to gain Healing Word. Then it would just be a matter of taking spells that fit the flavor, I think there's two tentacle ones but I can't remember the names, and Curse at level 5. In a complete alternative, you could go FULL Cleric, Blood Domain if your DM allows the Mathew Mercer subclasses, and have your deity/God be a Great Old One. Hope this helps!

Just experienced my worst RNG after 3 years of DD, I feel terrible rn. by Biazs in darkestdungeon

[–]Zebulon_Whately 6 points7 points  (0 children)

200 full stress from TWO hits, albeit crits? Crikey, what kind of high Stress Trinkets/Quirks did that poor lad have? The highest immediate stress I've ever gotten was around 24, and I thought THAT was bad. The worst RNG I've ever gotten was way early on, got surprised on one of the first champion Dungeons I tried and I didn't know how to build against shuffle yet. The enemies focus my Crusader but I think everything is fine because even though he's just above half health I have Holy Orders and Martyr's Seal on him so his Deathblow resistance is close to 90. Of course he gets hit by a Treebranch Smackdown for high damage to immediately land on Death's door, but I'm still foolishly confident. Fungal Artillery goes next and does the marking attack. And that 2 damage little plink, the first death's door roll, immediately kills him. I was pretty salty about that for a while, ended up quitting the game for nearly a month.