Board Thread:Fun and Games/@comment-29646689-20170809191617/@comment-25856498-20170820135425

I'm going to make a few balance changes to the perks and whatnot.

Balance Changes


 * Abilities are no longer considered to be perks - They haven't seen any use since their conception and I feel like maybe it's because it's not worth a perk slot. Removing their perk status and allowing players to use them on a permanent basis might make them more useful (players will still have to unlock the abilities, however).
 * Elixir Storage is now made an item - With all the planning for the upgrades to perks, I've decided that it's best that the Elixir Storage be made an item, instead of being a perk. If it remained a perk it would have to be a staple if players are going to make any progress in buying/upgrading perks.
 * Hint costs scale more slowly - I feel like saving up for perks seems to be the main goal of players instead of buying hints to finish riddles faster. Maybe a reduction in th scaling of hint costs will provide more incentive to use hints.

With that out of the way, I'll make my riddle now. Also revamping the shop format.

Riddle: "What if [answer] were not kill?"

Hint Shop

Minor Hint - 8 Elixir

Major Hint - 16 Elixir

Master Hint - 32 Elixir

Equipped Perks

Headstart I - Gain 3 Elixir at the start of each riddle

Elixir Pump I - Gain 1 Elixir for every 5 wrong guesses

Hint Hunter I - Gain 1 Minor Hint for every 10 wrong guesses

Eliminator I - Eliminates 1 wrong answer for every 5 wrong guesses

1 perk slot vacant

Owned Perks

Bargain I - All hints and abilities cost 10% less

Double Dip I - Once per riddle per player, a player can make 2 guesses before a verdict by the riddle maker (if both guesses are wrong, only 1 Elixir is generated, however both guesses count toward other perks)

Owned Items

Laboratory I - Unlocks new levels for existing perks, abilities and items

Elixir Storage I - Increases the Elixir cap to 150

Perk Shop

Elixir Pump II - Gain 1 Elixir for every 3 wrong guesses - 75 Elixir

NEW: Backup Pump I - Generates 1 Elixir for every 3 hours in interriddle (max 10) - 50 Elixir

Ability Shop

Elixir Doubler I - Unlocks the Elixir Doubler Ability, which can be activated for 10 Elixir to double Elixir generation for the next 24 hours (cooldown 7 days) - 50 Elixir

Low Ball I - Unlocks the Low Ball Ability, which can be activated for 5 Elixir to halve the cost of hints for the next 24 hours (cooldown 3 days) - 40 Elixir

Chopper - Unlocks the Chopper Ability, which eliminates half of the remaining choices for 1 Elixir per choice eliminated (cooldown 3 riddles) - 50 Elixir