ToME: the Tales of Maj'Eyal

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 Post subject: Alchemist Tweaks
PostPosted: Fri Nov 03, 2017 10:44 pm 
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Wayist

Joined: Fri Oct 27, 2017 7:29 pm
Posts: 21
Alchemist is the sole starter mage class without any unlocks, thus playing a important role to game newbies.

Also it's critical to the unlock of the wildfire and ice talent trees.

However, its survivalbility is really low compared to necromancer and the celestials, and its talent trees are limited compared to archmages and arcane blades.

In this thread, viewtopic.php?f=41&t=42608

Alchemist is considered a TIER D class, first I doubt for it having a golem, then I played this class heavily for the tree unlock, and now I really agree to it. It's not suitable for high difficulty, worse for the infinite dungeon and arena.

Things should take into consideration

1. Make Transmogrification Chest having Gem Extract Mode outside of main campaign (Player can still switch the default item destroyer) when the player has the Stone Alchemy talent tree.

2. Golem has a "Peaceful Destruction" Mode. There are many pacifist quests/achievement, while the "standby" mode of golem DO make the golem attack. Also currently golem is considered to be the killer if it deconstructs AFTER the player's death.

3. Golem has at least one generic talent tree. I noticed that the Elixir of Foundations can be given to the golem, while it doesn't have any generic talent trees. I think the Combat Training is not suitable, as the alchemist already has the "golem defense" tree. A specially designed tree may be appopriate.

Things may be added to make Alchemist stronger

1. Make Cunning important for the alchemist. This may include making the Steam/Chemistry and Steam/Physics to be 1.20-1.30 (and also to other weak cunning-dependent class, like rogue).

Also a Potion Brewing tree may be added to generic class (As a tinker might not spawn in a run without a escort mod). This talent tree need to be unlocked, either simply by a class point, or by a quest (maybe the alchemist brotherhood quest, one or two applicants decided to reveal all the secrets)

2. Make Constitution really important (Game Description:"Their most important stats are: Magic and Constitution") by adding constitution dependent trees. The tree may make rune/inscription more effective, or enhance natural recovery, etc.

3. Make Golem able to leave to the main map, bringing "dead" alchemist into life by asking somebody for help in town. (This seems to be somewhat cheating, but it could be in a tree called "Golem Intelligence" which makes golem smarter, and in this tree, golem can even defend escortees)

4. Make Golem having alternate skill trees, such as using steam or archery.

5. Golem would not be needed to breath. If it really need air to regulate, make it having larger oxygen capacity. If it's powered by steam, let it lose steam every turn in water/sand.


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 Post subject: Re: Alchemist Tweaks
PostPosted: Sat Nov 04, 2017 1:42 pm 
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Halfling

Joined: Fri Jan 01, 2016 2:23 pm
Posts: 107
amyhistoria wrote:
Also it's critical to the unlock of the wildfire and ice talent trees.

It's not, lol. I barely touched alchemist both times I unlocked these cats.
Quote:
(and also to other weak cunning-dependent class, like rogue).

I couldn't take the post seriously after that part.

New/buffed categories for alchemist would be nice, but Razakai would probably make them one-shot the final bosses while also silencing, pinning, stunning and confusing them if a rework was to happen.


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 Post subject: Re: Alchemist Tweaks
PostPosted: Sat Nov 04, 2017 2:28 pm 
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Higher

Joined: Wed Feb 01, 2017 11:03 am
Posts: 73
Location: minmayland
amyhistoria wrote:
1. Make Cunning important for the alchemist. This may include making the Steam/Chemistry and Steam/Physics to be 1.20-1.30 (and also to other weak cunning-dependent class, like rogue).


Not a bad idea at all. It'd be pretty sick if they got that.

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please try not to be so condescending. I play on Madness.


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 Post subject: Re: Alchemist Tweaks
PostPosted: Thu Nov 09, 2017 2:53 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5726
Random QoL thought:
If the Infusion sustains aren't going to do anything significant other than change Bomb damage type, how about just giving out different Throw Bomb talents that share a cooldown instead?

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My feedback meter decays into coding. Give me feedback and I make mods.


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 Post subject: Re: Alchemist Tweaks
PostPosted: Sat Nov 11, 2017 10:17 am 
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Wayist

Joined: Fri Oct 27, 2017 7:29 pm
Posts: 21
More tests on higher levels (50+) indicates that one of the main problems of alchemist is GOLEM AI.

The golem is constantly seeking enemies attention (regardless of the tactic settings), while the mage itself is quite strong sneaking in a corner throwing bombs.

Maybe this explains why there are not many teamwork scenarios (which currently widely existing in many bugged mods).


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