ToME: the Tales of Maj'Eyal

Everything about ToME
It is currently Tue Jul 23, 2019 10:47 pm

All times are UTC




Post new topic Reply to topic  [ 6 posts ] 
Author Message
PostPosted: Sat Jun 08, 2019 8:27 am 
Offline
Wayist

Joined: Fri Dec 12, 2014 2:42 am
Posts: 22
Maurader's talents at birth include a point in heavy armour mastery which cannot be taken out, seeing how mobility now requires light armour, can they start with light armour mastery instead?


Top
 Profile  
 
PostPosted: Sat Jun 08, 2019 1:24 pm 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 769
Location: Middle of Nowhere
They need a point in HAT to equip the helm they start with. Basically every character wants at least one point in HAT for the option to equip helms/gauntlets/greaves. There's also not that much reason to use light armor before you have trained reactions, so if you find better heavy armor than light in the early game, might as well be able to equip it. HAT training actually requires more strength than teir one heavy armor itself, so the free point is nice. LAT only requires around 16 Dex and you're going to want Dex early for flurry anyway. In the long run it's not going to make much difference, and I think getting one point in that particular talent for free is nice, because you'll want one and only one point there basically as soon as you can get it, anyway.

TL;DR
It's fine how it is, imo.


Top
 Profile  
 
PostPosted: Sun Jun 09, 2019 1:51 pm 
Offline
Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2394
Location: Ambush!
One easy solution would be to allow metal accessories (but not body armor nor shields) through a point in either armor training, so a character could have only points in LAT and also wear a nice hard hat.

Then there'd be no need for the confusion because characters limited to light armor but who want metal accessories (like Brawlers and Marauders) would not need any points in HAT.

_________________
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.


Top
 Profile  
 
PostPosted: Mon Jun 10, 2019 1:22 am 
Offline
Thalore

Joined: Tue Jan 03, 2017 7:12 pm
Posts: 193
Or you could just remove the distinction between light/heavy armor accessories. It doesn't take special lessons to wear a metal hat, or heavy boots. I think it's kind of pointless aside from flavor.

_________________
Let slip the toast of war.


Top
 Profile  
 
PostPosted: Mon Jun 10, 2019 6:29 am 
Offline
Wyrmic

Joined: Tue Apr 10, 2012 5:33 pm
Posts: 212
PseudoLoneWolf wrote:
Or you could just remove the distinction between light/heavy armor accessories. It doesn't take special lessons to wear a metal hat, or heavy boots. I think it's kind of pointless aside from flavor.


It is not pointless if you play in a mode that gives no easy access to armor training like ID or Arena.

On other hand it is kinda stupid that, let's say archmage can't put a helmet on in arena... I think I'd prefer to see this requirement for metal boots\helmets\gloves either removed or represented in higher than usual fatigue from such items.

Actually, increasing base fatigue for non-body armor items and giving heavy-armor skill reduction of that fatigue (With most of it coming from the first point) looks like an interesting way to handle metal items.


Top
 Profile  
 
PostPosted: Wed Jun 19, 2019 10:15 am 
Offline
Low Yeek

Joined: Thu Jun 13, 2019 3:24 pm
Posts: 5
Sounds good to me as well, it'd make more sense, because heavy armor sometimes ends up having more downsides than upsides.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 6 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group