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ToME: the Tales of Maj'Eyal :: View topic - Doomed v1.7B4 Feedback
ToME: the Tales of Maj'Eyal
http://forums.te4.org/

Doomed v1.7B4 Feedback
http://forums.te4.org/viewtopic.php?f=36&t=51327
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Author:  mar3usmc [ Thu Aug 27, 2020 2:05 pm ]
Post subject:  Doomed v1.7B4 Feedback

I am doing an infinite dungeon run while waiting for the next update for the Necromancer and decided to do it with Doomed. Now I clearly remember why I haven't played them in a while.

Before discussing anything else, there is a major problem/bug with the class. I feel darkness is an absolute must for this class, but there is a problem with how darkness works with Dark Vision and obstacles. When you have some form of darkness in front of you, and you try to target an ability through it, the targeting is treated as if you still have no vision. Therefore, you target is the most direct straight line, which is fine if there are no walls/objects near that targeting line. However, if you are targeting near corners, or somethings is not blocking your line of sight, but along that most direct line, it will block your shot. This is VERY detrimental in combat.

I truly hope the former is a bug/oversight and not a feature, and will be resolved in future updates.

Author:  mar3usmc [ Fri Aug 28, 2020 2:04 pm ]
Post subject:  Re: Doomed v1.7B4 Feedback

Here are a couple screen shots to illustrate the situation with dark vision:

https://steamcommunity.com/sharedfiles/ ... 2212001982

https://steamcommunity.com/sharedfiles/ ... 2212001947

Author:  Delmuir [ Fri Aug 28, 2020 4:44 pm ]
Post subject:  Re: Doomed v1.7B4 Feedback

That has to be an error...

Good catch!

Also, I loathe Darkness with Doomed and never use it, so I'd have never caught that.

Author:  mar3usmc [ Fri Aug 28, 2020 9:00 pm ]
Post subject:  Re: Doomed v1.7B4 Feedback

Darkness is the best. You must not discount that move speed bonus and vision block. Mixed with the Mental Tyranny prodigy and you will be getting plenty of madness effects, bonus damage, and vision blocking plus speed bonus so you can close in or back off.

That said, I do NOT like the last skill Dark Tendrils. It is TOOOOO SLOOOOW to get to target. I feel like this should be an added passive that is part of Dark Torrent and Creeping Darkness, where enemies that are hit or walk into the your darkness also get pinned. It is used plenty by the AI, and the fight is normally over by the time it reaches you, and then you just sit there for a few turns.

Author:  mar3usmc [ Fri Aug 28, 2020 9:04 pm ]
Post subject:  Re: Doomed v1.7B4 Feedback

Work in progress feedback notes.

Notes: Bonus Hate from items due to crits does not apply when using Advanced Shadowmancy abilities. Mind damage conversion from Mental Tyranny does not apply to Advanced Shadowmancy abilities. The problem probably is due to the damage being sources from the shadows, but it SHOULD instead be sourced from the Doomed character. This is rather major, as if you focus shadows, you will be using these abilities extensively.

Shadow's Path does no damage occasionally on targets it most definitely should do damage. May have something to do with the distance the shadows travel.


After I maxed out Defiling Touch in points (5), including +2 levels from Adept, every time I change a level I lose all my buffs/curses and have to remove/return a point to Defiling Touch in order to get them back.

Terrors lack any offensive abilities, and resistances are underwhelming.

Cursed Sentries lack abilities innate to the weapon. Usable abilities should be listed in the talents and be usable.

Adept Note: I have noticed that after taking Adept I have had to add and remove a point into skills in order for them to update to the +2 Adept form.

Fade isn't working on Shadows.

Minions can't see through your darkness abilities, including the cursed sentry. I am not sure about the shadows, but, for sure, nothing else you summon can.

Author:  Ancient Tower [ Thu Dec 10, 2020 8:03 am ]
Post subject:  Re: Doomed v1.7B4 Feedback


Author:  Mr Frog [ Thu Dec 10, 2020 9:44 am ]
Post subject:  Re: Doomed v1.7B4 Feedback

might as well drop this here:
viewtopic.php?f=50&t=51762
fixes the issue with darkvision, will hopefully be merged next patch (kotori/starsapphire put in an MR)

Author:  mar3usmc [ Thu Feb 18, 2021 7:57 pm ]
Post subject:  Re: Doomed v1.7 Feedback and Bugs

Just wanted to bump this to point out that many of the formerly mentioned issues are still a problem.

1. Dark Sight targeting still broken

2. Fade isn't working on PC Shadows. It works for NPCs, and the Necromancers shadows, but not for a PC Doomed shadows.

3. Terrors lack any offensive abilities, and resistances are underwhelming.

4. Minions can't see through your darkness abilities, including the cursed sentry. I am not sure about the shadows, but, for sure, nothing else you summon can.

I really like this class, and it kills me that these things are still not fixed in the base game.

And seriously, make dark tendrils a passive or sustain and just give it a chance to trigger on those that are in your darkness. It is TOO SLOW to be of any use as it is now.

Cursed Tree: In a normal game, even if you invest everything you have into it, and get an item with it as a master, you probably still can not max it. It would be nice to see the thresholds lowered a bit, at least for a normal game, perhaps not infinite dungeon.

Author:  Boozermonkey [ Sat Feb 27, 2021 8:19 am ]
Post subject:  Re: Doomed v1.7B4 Feedback

Darkness on a 20s cd is just horrible on a class that is one of if not the most susceptible to range attack. It's probably their only real defense against it. The skill should definitely be passive. Creeping tendrils is also worthless in its current form as others noted. Change it instead to be passive or a sustain that increases darkness crit and damage and maybe cause enemies inside the darkness cloud to suffer negative status effects.

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