ToME: the Tales of Maj'Eyal

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 Post subject: Re: Werebeast class v1.3
PostPosted: Mon Jun 24, 2013 10:08 pm 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 356
I have an idea for the shark ram you should make it so that you can hit more then one enemy in the path and push them to side to make your way to target.


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 Post subject: Re: Werebeast class v1.3
PostPosted: Mon Jun 24, 2013 11:30 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6005
Oh, that sounds fun. :D

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 Post subject: Re: Werebeast class v1.3
PostPosted: Tue Jun 25, 2013 2:20 am 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 356
found an problem with thick air:
it seems it does not recognize when you are in stealth and thus is unusable atm.
no error popped up either so you might need to check it out.


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 Post subject: Re: Werebeast class v1.3
PostPosted: Tue Jun 25, 2013 2:45 am 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 356
as for the ram attack make it so that it is effected by the size of the enemy for the effect of being pushed to the side and do half the damage to them as the primary target.
if possible make it randomly knock it a tile or so left or right of the path ei:
this would also improve the effect that size would have on the class since otherwise their would be no gain in getting bigger from sustain Feral Strength.
^
index e = enemy ----------e------------
p = player ----------{e}------------
{=50%knocked to left --------{e}-----------
{=50%knocked to left ----------p------------
^=normal knockback for primary target


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 Post subject: Re: Werebeast class v1.3
PostPosted: Tue Jun 25, 2013 4:33 am 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 356
seems it messed up the spaces i had in their but you get the point.


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 Post subject: Re: Werebeast class v1.3
PostPosted: Tue Jul 23, 2013 6:34 pm 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 356
Are you still working on this class?


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 Post subject: Re: Werebeast class v1.3
PostPosted: Wed Jul 24, 2013 2:00 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6005
I'm working on all my classes, past, present and future...

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 Post subject: Re: Werebeast class v1.3
PostPosted: Fri Aug 30, 2013 5:51 am 
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Low Yeek

Joined: Thu Aug 08, 2013 7:13 pm
Posts: 8
Please fix the EQ regen issue for this class. No meditation? Just heal/devour?

Also, it's very awesome and I'd love to see it come to a place where you think it is sufficiently advanced.

Great add-on. Please develop it.


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 Post subject: Re: Werebeast class v1.3
PostPosted: Fri Aug 30, 2013 7:14 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6005
and Ancestral Life, any equipment regen bonusses, possibly Resolve as well.

If anyone has any good ideas, I'll add them too.

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 Post subject: Re: Werebeast class v1.3
PostPosted: Fri Aug 30, 2013 4:13 pm 
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Low Yeek

Joined: Thu Aug 08, 2013 7:13 pm
Posts: 8
Honestly,

I think it needs some sort of passive EQ balancer. I gather that you are resistant to using meditation, but maybe you can develop something related to EQ/hate.

It might be interesting to have a system where if you use hate, you also lower your EQ (less hate more balance), and if you use EQ you also build a certain amount of hate (more imbalance more hate). Since all of the talent trees seem to have hate and EQ resource skills this would tie everything together thematically as well. Just reference me somewhere if you use this idea.


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 Post subject: Re: Werebeast class v1.3
PostPosted: Fri Aug 30, 2013 7:48 pm 
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Low Yeek

Joined: Thu Aug 08, 2013 7:13 pm
Posts: 8
To continue with my previous post.

You could in fact create an entirely new generic tree called Were-form. The first talent could be the EQ/hate exchange talent, with the amount of hate gained affected by your STR and the amount of EQ lost affected by WIS.

I'm sure that this new tree could easily replace either the combat training or scoundrel trees, since it could also provide other more "werebeast"-themed ways of building your combat abilities.


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 Post subject: Re: Werebeast class v1.3
PostPosted: Sat Aug 31, 2013 2:39 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6005
There are a couple of hate/equilibrium exchange talents in there already.

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 Post subject: Re: Werebeast class v1.3
PostPosted: Sat Aug 31, 2013 6:22 pm 
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Low Yeek

Joined: Thu Aug 08, 2013 7:13 pm
Posts: 8
I think having a couple talents that balance EQ make Werebeast too limited as far as build choices. It'd be much more interesting if more hate talents reduced EQ and all EQ talents generated a bit of hate.

Having fungus locked seems odd if ancestral life is one of the only regular forms of EQ balancing. It almost forces you to go anti-magic. Some people like anti-magic. I don't.


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 Post subject: Re: Werebeast class v1.3
PostPosted: Sat Aug 31, 2013 8:03 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2402
Location: Ambush!
Maybe a talent which does something like make Hate decay into Equilibrium.

That would rewarding good management of one major resource.

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 Post subject: Re: Werebeast class v1.3
PostPosted: Sun Sep 01, 2013 3:51 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6005
ahahaha wrote:
Having fungus locked seems odd if ancestral life is one of the only regular forms of EQ balancing. It almost forces you to go anti-magic. Some people like anti-magic. I don't.

What? You can unlock it without going antimagic.

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