ToME: the Tales of Maj'Eyal

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PostPosted: Thu Nov 23, 2017 9:20 pm 
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Low Yeek

Joined: Fri Jan 29, 2016 2:18 am
Posts: 6
The Arcane Blade received a continuation nerf.

Arcane combat is the key to playing arcane blades.

However, all of the skills to utilize it with the continued nerf have disappeared.


battle tactics is gone

shield offense is gone (while wielding a shield, arcane combat chance is reduced bye one quarter)

dual techniques is gone(while dual wielding, the chance is reduced by half for both weapons, one hand staff proc half )

Dirty fighting badly changed to arcane blade. (Arcane blade speed is of the essence. first skill instance attack is gone + stun gone.+last skill gone and now first skill is unarmed)

Now the arcane blade has only two-handed assault. But category point is needed.

There is also a fundamental problem of magic. Manasurge is forced to inscriptins unconditionally. (-1 category point and Max insriptions only 4 beacuse one is Manasurge )

The character only attacks. Disable skills are all gone. Even if you want to take skill, category point is insufficient.



The essence of arcaneblde is how many arcane combats are invoked.
Give mutiple hitting 'weapon(important)' skills.
Please give stun skill
Arcane blades have no disabling skills, but they are dirty fighting to enhance the disable. Remove dirty fighting and do something else.


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PostPosted: Fri Nov 24, 2017 5:36 pm 
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Wyrmic

Joined: Tue Mar 08, 2016 3:55 pm
Posts: 230
east wrote:
dual techniques is gone(while dual wielding, the chance is reduced by half for both weapons, one hand staff proc half )

You do realize that two weapons = double the hits, right?

east wrote:
Give mutiple hitting 'weapon(important)' skills.
Please give stun skill
Arcane blades have no disabling skills, but they are dirty fighting to enhance the disable. Remove dirty fighting and do something else.


Have you not looked at the Shield/Dual/2h trees? They each have a stun as their first skill. Shield and Dual have multihit talents all over.


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PostPosted: Fri Nov 24, 2017 9:29 pm 
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Magical Girl

Joined: Wed Aug 27, 2014 11:36 am
Posts: 412
While it's true that Dirty Fighting changes hurt arcane blade unfairly, all other points aren't really true, as tabs pointed out, they get stuns in each weapon tree, which they want. Battle tactics was just ridiculous and clearly unnecessary, since they have enough damage to clear madness.
Lowered chances to proc are offset by multihits, which ultimately make dualwielding/shield superior to 2h due to more chances of procs happening in one turn.

Manasurge is necessary because AB consumes mana at such a fast rate, but they get a sustain at level 8 that helps them recover mana, if that's what your complaint is. A class that uses loads of mana to deal bursts of damage can sometimes depend on manasurge, it's not really a problem.

The earlygame is tough, and maybe AB could use some tweaking or reworking at some point, but it's ridiculous to think AB is bad or lacking since it has one of the highest damage potentials in the game.

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PostPosted: Sat Nov 25, 2017 1:13 pm 
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Low Yeek

Joined: Fri Jan 29, 2016 2:18 am
Posts: 6
Image

So let's talk one by one.

I will write down my opinion once again.
Shield, Double Weapon has lost efficiency.
Because the core of the Arcane Blade is the Arcane Combat skill. This skill shows almost 70% damage of Arcane Blade.
In other words, if you want to strengthen the Arcane Blade, you must strengthen the Arcane Combat.

"while wielding a shield, the chance is reduced by one quarter" means that the efficiency is very bad when shielded.
once Again, the arcane combat is at the heart of AB.
4 hit probability using shield skills = 2H nomal Attack probability
How can this be similar? This is obviously a bad shield and the difference is getting more and more as battle time goes on.The use of windblades or wide-area skills increases the 2H advantage. So it is definitely a good choice to exclude Shield skills.Even though there are still benefits of proximity, I think it is weak.

Let's move on to the next. This time it is DUAL Weapon.
Until the last patch, I played mostly dual. Especially flurry was a great skill. In the past, 12 hits were possible with tactics.
However, the nerf has been continued and is now impossible.
And in general, dual should be equipped with a dagger.
If you attach a dagger, you need STR, DEX. And the stat of Arcane Blade is MAG, CUN. And Will needs a little. When you do this, you become weaker. In addition, generic points are always small for arcane blades. convey and aegis are the core of defense and survival. In other words, dagger + sword is very expensive to use.
However, I found a solution to this and I felt very much pleased to be reborn as a strong character from very weak characters.
We use the staff as a Double. talos staff(bottom) is a fixed drop. If you use one hand staff + talos staff, you will have 2 to 3 times more damage than daggers and swords.
There is little damage to the weapon itself, so 'staff mastery' is not necessary.
Now the one handed staff was nerfed. You may already know that one hand is an option for the staff. It is hard to get good staff. But are you satisfied if you nerf it once more?

In the past, with dirty fighting, the enemy was slowed down, and the arcane blades were speeded up and flurry after stuning. But now everything is blocked.

There is only 2H left.
You said the Arcane Blade has potential. Ok. One by one, nerf was left with the potential. Without an adventurer, the Arcane Blade is only a potential character.
This game is not a multi-game, It seems to balance through nerf. Is this game's charm a game where each character's personality explodes? But it does not explode anymore.


Add.
The early game is easier than any character if you play it in the archmage style. Do not fight melee early game.
Put 4 point skill and subtract from town. Use 2 ranged spells.When the enemy approaches, escape or push into the phase door (5) skill.
I'm off to a topic, but melee characters need buff. ranged characters When you deal with enemies from a distance, you can easily defeat enemy melee skills. This point is too large for the difficulty of insane difficulty enemy to obtain random skill. Just because there is a distance is to seal half of the enemy's skill & damage. There are melee advantages but it is hard to get an advantage in early games. The advantage is also weak.


Last edited by east on Sat Nov 25, 2017 1:47 pm, edited 1 time in total.

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PostPosted: Sat Nov 25, 2017 1:44 pm 
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Wyrmic

Joined: Tue Mar 08, 2016 3:55 pm
Posts: 230
east wrote:
"while wielding a shield, the chance is reduced by one quarter" means that the efficiency is very bad when shielded.
once Again, the arcane combat is at the heart of AB.
4 hit probability using shield skills = 2H nomal Attack probability


I think you're misinterpreting the tooltip: "by one quarter" is not the same thing as "to one quarter."

east wrote:
If you attach a dagger, you need STR, DEX.
....
There is little damage to the weapon itself, so 'staff mastery' is not necessary.

By the same token, dagger mastery and even high-tier daggers are unnecessary. Hence no need to build DEX.


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PostPosted: Sat Nov 25, 2017 2:25 pm 
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Low Yeek

Joined: Fri Jan 29, 2016 2:18 am
Posts: 6
You're right. reduced by one quarter is 3/4.
I would like to excuse that English is not my native language, but I am just ashamed.

It's because of Google Trans! Google Trans said it was a quarter. ... ehhh ... I'm ashamed.


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PostPosted: Sat Nov 25, 2017 7:44 pm 
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Cornac

Joined: Sat Apr 29, 2017 9:39 pm
Posts: 44
Its worth noting that there are some off-hand daggers with pretty useful effects[Life Drinker or the one with Disperse Magic on-hit]. I'm also fairly certain that you can use certain whips in your off-hand, although I don't really know how good said whips are.


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PostPosted: Sun Nov 26, 2017 2:38 am 
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Low Yeek

Joined: Fri Jan 29, 2016 2:18 am
Posts: 6
The fixed drop item telos staff (bottom) is too good .So other offhand daggers seem to be meaningless.

I thought of Shield skill tree last night and it got weak because of 1H Staff nerf too.


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PostPosted: Tue Nov 28, 2017 3:40 pm 
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Halfling

Joined: Tue Jan 03, 2017 7:12 pm
Posts: 91
Arcvasti wrote:
Its worth noting that there are some off-hand daggers with pretty useful effects[Life Drinker or the one with Disperse Magic on-hit]. I'm also fairly certain that you can use certain whips in your off-hand, although I don't really know how good said whips are.


All whips, daggers, and mindstars can be offhanded (aside from Hydra's Bite which is, disappointingly, 2H). Whips are usually of pretty dubious value without Exotic mastery, but some whips of note are Scorpion's Tail, Skeletal Claw, and Whip of Urh'Ruk - all of which can be offhanded with a normal 1H weapon and probably add more value than a shield or rando dagger. AB has little to no use for offhand mindstars, so I won't even go into that.

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