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The system overall is good, but I'd like to request that, since this game doesn't have a "1 always misses" or "max roll always hits" rule, if the trinket will not affect the actual result, don't use it. For example, enemy has +12 and your elf rolls a 1 on defense, don't use the trinket and just take it in the face. Currently, you lose a trinket AND still get hit in a similar situation and that feels extra bad.
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I thought this was going to be about how once you have a certain number of trinkets, getting *more* trinkets doesn't mean anything. Like, when you go from 8 trinkets up to 9, you go from never rolling 1 on a defense roll... to *still* never rolling 1 on a defense roll.
So, I guess that's a counterargument to your complaint?
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I'd also like attack trinkets to substitute some of the defensive ones. After like 3-4 defense trinkets, the others are practically useless, yea
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> *Originally posted by **[Saruleon](/forums/979845/topics/1816317?page=1#13074779)**:*
> I'd also like attack trinkets to substitute some of the defensive ones. After like 3-4 defense trinkets, the others are practically useless, yea
Rerolling attacks might cause complications in the hit chance display, but it's an idea worth considering.
So here's a suggestion along those lines: trinkets which are awarded later are more powerful, and you can tell when your trinkets will be used based on how many you have left:
Trinkets 1 to 8: reroll 1s on defense
Trinkets 9 to 16: reroll 1s on defense or attack
Trinkets 17 to 24: reroll 1s on defense or attack, but without any wastage.
Higher-numbered trinkets are used first, so they start off smart and versatile and after you use those up you're left with the plain defense ones at the end.
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For what it's worth, because of the elf's passive skills, the activation of a trinket will always prevent an incoming hit for her (and usually give her a counter-attack, as well)
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