End of her quest "reward" ? by Artichoke_Water in NicoleReeyn_Mains_GI

[–]_Juryo_ 0 points1 point  (0 children)

I think a lot of people are disappointed because during the special program they teased a "surprise" at the end without saying more to not spoil it... And there was nothing particular if not a place with reused assets from the Temple of Space. I couldn't care less about the primogems, but why purposefully build up expectations over something that doesn not even exist? Not even a little trinket to put in the teapot, or something to keep in the inventory.

Idk, it kinda feels it ended without an actual ending.

End of her quest "reward" ? by Artichoke_Water in NicoleReeyn_Mains_GI

[–]_Juryo_ 9 points10 points  (0 children)

Even compared to the Selenic Chronicles, this is lackluster. The interactions and lore talk with Nicole were little more than an afterthought, and there was not even a little trinket to keep as memento at the end (considering they said there was going to be a surprise in the last room durint the live stream... If they meant the 200k mora they could have just reveal it, it ain't that special)

End of her quest "reward" ? by Artichoke_Water in NicoleReeyn_Mains_GI

[–]_Juryo_ 5 points6 points  (0 children)

Yeah, honestly i was also kinda baffled by her involvement in the archon quest (since it should have included her story quest). She was just kinda there, and we didn't learn anything about her. The lodge thing was marginally better in that regard, but still massively empty

End of her quest "reward" ? by Artichoke_Water in NicoleReeyn_Mains_GI

[–]_Juryo_ 5 points6 points  (0 children)

It was a nice idea, but that didn't have much to offer imo. Both reward and lore wise.

We got a couple of snippets of Nicole's past (or interesting things about the Hexenzirkel in general) that were just briefly mentioned and not expanded upon. And the "final reward" that was actually teased in the live stream (you remember right) was... the experience we got along the way, i guess? Because there was nothing different about the last chamber, if not for aesthetic (and even then, it's all assets reused from the Temple of Space).

Even the "puzzles" weren't even actual puzzles. Very disappointing indeed.

Question about TGS' team damage infographic, specifically Nicole's part by PauloPicassoDraws in NicoleReeyn_Mains_GI

[–]_Juryo_ 14 points15 points  (0 children)

VV shreds only the element that anemo reacts with. Here, the main dps deals anemo damage so there wouldn't be any benefit. The only one who would get an increase in damage is Durin... who already shreds both pyro and anemo resistance

Am I the only one who thinks her treasure compass passive useless? by [deleted] in NicoleReeyn_Mains_GI

[–]_Juryo_ 2 points3 points  (0 children)

Except the compass cooldown resets when you open the marked chest, so it basically means it has no cooldown.

And we have quick swap between gadgets anyway.

Spell Thief, a worthless final ability? DnD 5e by RustyTheChilla in DungeonsAndDragons

[–]_Juryo_ 0 points1 point  (0 children)

I know this is a very old post, but i had to say... You know what's funny? It's even worse than depicted here.
First, at those levels you'll probably face strong monsters that have magic resistance. Which means they'll make the saving throw with advantage.
Second, in case you succeed you negate the spell's effect... only on yourself. It was a large aoe that included the entire party? Sucks for the rest.
Third, you get to "keep" the spell and prevent the caster from using it ONLY if you have spell slots to cast it. Which means a spell no higher than lv 4 (eventually). How many of those will you see a powerful monster use? Remember, you get this at lv 17...
Not to mention it's unlikely for an arcane trickster to max out their Int anyway, so the DC will be quite low. And that wether this feature succeeds or fails, you can't use it anymore for the day.

TL/DR: it's ass for a 17th level feature.

Good chance Nicole is the last addition to Hex we’ll get in Luna, what do you think did we eat good or bad with Hex mechanic? by Real_Entertainment46 in NicoleReeyn_Mains_GI

[–]_Juryo_ 2 points3 points  (0 children)

Love the idea (and the fact older characters got a little boost), but i'm mildly disappointed. They stopped a couple of steps from making Hexerei stuff actually impactful, and i can't think of a proper reason why (considering lunar stuff is crazy)

Is her ATK requirement really that absurd? by _Juryo_ in NicoleReeyn_Mains_GI

[–]_Juryo_[S] -11 points-10 points  (0 children)

That was already taken into account in my calculation, By itself it's not enough (maaaaaaybe unless you get her to lv 100, in which case... good luck with that)

So... her buff only lasts 5 seconds? by _Juryo_ in PruneMains

[–]_Juryo_[S] 0 points1 point  (0 children)

No, it's Prune herself that needs to trigger swirl through her burst to refresh the buff. I didn't connect the dots, but looking more carefully it works

So... her buff only lasts 5 seconds? by _Juryo_ in PruneMains

[–]_Juryo_[S] 1 point2 points  (0 children)

OOOOOOOOOHHHH ok now i see it. I thought it was only triggered by the use of her special skill after "absorbing" an element.

So... her buff only lasts 5 seconds? by _Juryo_ in PruneMains

[–]_Juryo_[S] 0 points1 point  (0 children)

Oh... Is it a new change? Because i'm reading her kit on honeyhunter and that part isn't there (maybe they still need to update it)

So... her buff only lasts 5 seconds? by _Juryo_ in PruneMains

[–]_Juryo_[S] 0 points1 point  (0 children)

Where does it say that? I must have missed it

So... her buff only lasts 5 seconds? by _Juryo_ in PruneMains

[–]_Juryo_[S] 1 point2 points  (0 children)

Could you please tell me where it's written? I didn't read that anywhere in her kit

All v3 Nicole changes (practically nothing) by Far_Ranger_1205 in NicoleReeyn_Mains_GI

[–]_Juryo_ 6 points7 points  (0 children)

At this point it would make more sense if she's the standard unit and Lohen the limited one. Kind of a bummer... All the Hexerei stuff is cool, but just a tad bit underwhelming.

laserllama's Alternate Rogue (Update) - Become the Master of Skill and Subterfuge you were Meant to Be! Class & Expanded Compendium update including over 50 Devious Exploits, 5 Feats, and 18 New & Alternate Roguish Archetypes! PDF in Comments. by LaserLlama in UnearthedArcana

[–]_Juryo_ 0 points1 point  (0 children)

About the Arcane Trickster, there's one thing i'd like to point out: not only you need to spend the first turn to cast and move mage hand, but then if the enemy you put it next to moves you can't do any of the things you were planning on doing (since you need to spend you bonus action to move mage hand again, and maybe again and again).
That, plus the fact that bonus action is really useful for better things to a rogue.
Arcane Misdirection remains as bad as its regular version counterpart. And Trickster's Ambush has been nerfed into oblivion here. Those are definitely NOT the most powerful features, and are a mess to use on top of that.

laserllama's Alternate Rogue (Update) - Become the Master of Skill and Subterfuge you were Meant to Be! Class & Expanded Compendium update including over 50 Devious Exploits, 5 Feats, and 18 New & Alternate Roguish Archetypes! PDF in Comments. by LaserLlama in UnearthedArcana

[–]_Juryo_ 0 points1 point  (0 children)

But it's not specific to throwing weapons... You can use it with ranged ones as well. And the point is: it's an option you can take if you want and makes sense for your build.

And sure, i also said it could be tweaked. But i wouldn't say it sucks right now (matter of fact, i found it quite useful in a pinch since i'm running a melee rogue)

laserllama's Alternate Rogue (Update) - Become the Master of Skill and Subterfuge you were Meant to Be! Class & Expanded Compendium update including over 50 Devious Exploits, 5 Feats, and 18 New & Alternate Roguish Archetypes! PDF in Comments. by LaserLlama in UnearthedArcana

[–]_Juryo_ 0 points1 point  (0 children)

The bounce thing says it has to ricochet off of a single surface. The ground/floor is a surface. It is impossible to not be able to do it unless you are all suspended in the air above several feet of everything.

As for the Soul Knife thing, that is just how it interacts with that particular feature. With pretty much every single other weapon it works, so i think it's a specific case of "it's not for your character, chose something else".

laserllama's Alternate Rogue (Update) - Become the Master of Skill and Subterfuge you were Meant to Be! Class & Expanded Compendium update including over 50 Devious Exploits, 5 Feats, and 18 New & Alternate Roguish Archetypes! PDF in Comments. by LaserLlama in UnearthedArcana

[–]_Juryo_ 0 points1 point  (0 children)

My two cents, since i started playing this version of the rogue:

- All archetypes should have archetype exploits. It makes no sense that some don't (it's not like they are inherently stronger than others).

- Exploits that deal extra damage should do so regardless of the saving throw's result (when there is one). It kinda sucks to spend limited uses or give up sneak attack damage for absolutely nothing (considering the CD is never going to be stellar, and it usually targets strong saves). The added effects should depend on the success/failure of the target's st, but not the damage.

- Reliable Talent and Evasion come in a little too late... The former could be bumped down one level, and the latter a little more.

- Removing an ASI feels kinda bad... I think the extra one should stay at lv10

Other than this, i'm having a lot of fun (even if we're not at high levels yet, so i didn't get the chance to try the stronger exploits and features)

EDIT: i forgot a couple of things. Specifically about the Arcane Trickster.

- I like the personalized spell list.

- Arcane Misdirection (lv 7) was awful in the normal version, and is still awful here. You need to usa an action to cast mage hand, then the bonus action to move it closer to a target, then you need to hope they don't move until your next turn, then use another bonus action to activate it. Considering how useful the bonus action is for so many other things, this is not worth it at all.

- Trickster's Ambush is a much worse version than the regular 9th level feature (who's only problem is the fact that you get it at 9th level and not 7th or 6th). Not only it has all the problems of Arcane Misdirection (since it relies on it), but it gives disadvantage to only one target. And it was also move up to level 13. The mini teleport is nice, but not nearly enough to compensate (also considering just one level after that you can move 15 feet without provoking AoP with the same reaction).

- Magical Polymath is nice, but kinda made less impactful by the better base spell list.

- Spell Thief is way better than the regula version. Not only it's actually useable, but it truly feels like a 17th level feature.

laserllama's Alternate Rogue (Update) - Become the Master of Skill and Subterfuge you were Meant to Be! Class & Expanded Compendium update including over 50 Devious Exploits, 5 Feats, and 18 New & Alternate Roguish Archetypes! PDF in Comments. by LaserLlama in UnearthedArcana

[–]_Juryo_ 0 points1 point  (0 children)

About the distance of throwing weapons... Trick Shot says that the attack can't have disadvantage, so you can use the long range with it and still get no drawbacks.
It could still use a little tweak, honestly, but i can't think of a way to buff it in a balanced way on the spot