lots of people have taken a stab at this before me, but i’m gonna give it a go, first my proposed UT changes:
Leaf Dragon Hide Armor
DEF: +14
DEX: +6
SPD: +6
fame bonus: 5%
fp: 850
a more extreme and offensive version of csilk, this sacrifices even more def for more boost in spd. this also has an extra dex (compared to hydra) instead of losing one. this is definitely more useful on rogues than most other classes but anyone who can handle spectral cloth can also use this for spd. also the fp has been boosted.
Water Dragon Silk Robe
ATK: +3
DEF:+11
MP: +70
SPD: +5
fame bonus: 5%
fp: 850
not as much change as the leaf hide, but still some notable buffs. slight increase in def to bring the tradeoff of def for spd a little more bearable, also an mp buff unrivaled by any other robe (+15 compared to gsorc). this still sees most usefulness on priest, since priests can usually afford to sacrifice a little def and they are one of the few robe classes that actually can use a lot of mp effectively due to the large mp cost of certain tomes. mystic could probably use this pretty well too. also fp buff
Fire Dragon Battle Armor
DEF: +20
ATK: +3
VIT: +3
SPD: +3
fame bonus: 5%
fp: 850
This one actually gets used so it doesn’t need much of a buff. just a def increase to make it bearable to paladins w/ out oreo or warriors w/ out jugg. also fp boost.
unlike the annoying firecracker katana, its ancestor weapon actually seems useful. in short, it behaves similar to dblade. but since the two shots aren’t actually being shot at the same time, it may be possible to move you cursor side-to-side to make more shots hit at a greater distance. also the slight curve to the shots may make this useful for shooting around corners like the Staff of Esben.
Ray Katana
damage: 115-160
fame bonus: 5%
fp: 900
i’ve only shown here what’s been changed, click the link to see what this else this thing does if you don’t know. ray katana doesn’t seem like a bad weapon at first until you see it’s absolutely horrendous base damage. so i’ve simply increased that, as well as fp and the fame bonus, since those seemed equally lacking. it’s still nothing close to being a main weapon, but it’s at least more csword-like than before.
Now for the boss changes:
FIRST, when someone says a color to activate a boss, the altar of draconis should ask to confirm that’s the one you want. something like, “you have chosen Feargus, a difficult path lies before you! is this the one you want?” just to prevent random trolls from picking the wrong color, and to give some hint toward the fact that picking feargus first makes the dungeon harder.
SECOND, the dungeon is very anti-melee. so much so that they are basically completely useless. while this does give players motivation to play other classes, it does make it so that melees that happen to come anyway are just wasting space and stealing loot. so some changes i have for that are:
#remove paralyze immunity and daze immunity
the bosses really don’t need to be immune to nearly every status effect, daze and paralysis would make it safer for them to get closer AND make it easier for range classes to keep hitting them
#decrease the number or armor break projectiles
that’s whats really keeping everyone away. the absurd amount of armor breaks going around. either decrease the rate of fire on them or decrease the number of projectiles in each wave. it would still be pretty risky for melees to go deep, but not so risky that they all leech.
lastly, the loot.
just increase the stat pot distribution so lots of people get pots and slightly buff the tops drop rate. between dragonscale cloths, mystic sts, buffed whites, and this; the risk:reward ratio should be fine IMO
your thoughts? anything i left out or shouldn’t have mentioned?