ToME: the Tales of Maj'Eyal

Everything about ToME
It is currently Sat Dec 07, 2019 10:22 pm

All times are UTC




Post new topic Reply to topic  [ 141 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 10  Next
Author Message
 Post subject: Re: Werebeast class
PostPosted: Mon Dec 17, 2012 11:35 am 
Offline
Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5963
I'm sure you can just copy their post over to the ideas forum...

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


Top
 Profile  
 
 Post subject: Re: Werebeast class
PostPosted: Wed Dec 19, 2012 2:53 am 
Offline
Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5963
Updated!
New version here: http://te4.org/games/addons/tome/werebeast-class/werebeast-class

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


Top
 Profile  
 
 Post subject: Re: Werebeast class
PostPosted: Wed Dec 19, 2012 11:41 am 
Offline
Halfling

Joined: Thu Jul 12, 2012 8:37 pm
Posts: 88
Some feedback:
Psiclaws seems pretty weak, it could use a damage buff or a rider effect.
If you start with points auto assigned the addon gives you swoop and eagle wings, this is odd since you would normally be unable to get them at level one.
Why not replace the silent hunter tree with the regular stealth tree?
Give the player a set of mindstars in their inventory to start with.


Top
 Profile  
 
 Post subject: Re: Werebeast class
PostPosted: Thu Dec 20, 2012 1:34 am 
Offline
Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5963
d'oh forgot to remove the testing talent points for swoop. :x

Silent Hunter replaces the regular Stealth category so that you don't get stamina.

You start with two mindstars equipped in off set.

Edit: Fixed.

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


Top
 Profile  
 
 Post subject: Re: Werebeast class
PostPosted: Sun Jan 06, 2013 7:10 am 
Offline
Uruivellas

Joined: Sat Jan 14, 2012 12:02 am
Posts: 703
Is there a version available for V1? This class looks interesting and I'd like to try it out.

I think it might also be a good idea to drop some of the talents borrowed from other classes and add some original ones. As it stands, the Rampage/Stealth combo might be a little too attractive.


Top
 Profile  
 
 Post subject: Re: Werebeast class
PostPosted: Sun Jan 06, 2013 9:03 am 
Offline
Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5963
Oops, I was writing an update and got distracted. Will check if it work / make it work on v1.

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


Top
 Profile  
 
 Post subject: Re: Werebeast class
PostPosted: Sun Jan 06, 2013 9:32 am 
Offline
Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5963
Done.

http://te4.org/games/addons/tome/werebeast-class/werebeast-class-0

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


Top
 Profile  
 
 Post subject: Re: Werebeast class
PostPosted: Sun Jan 06, 2013 11:14 pm 
Offline
Uruivellas

Joined: Sat Jan 14, 2012 12:02 am
Posts: 703
Thanks muchly! Will be playing with it shortly. PS - you might look into making the new stealth prodigy compatible with Silent Hunter.

EDIT: OK, having fooled around with the class a little bit, here are some thoughts:

1. Eye Swipe needs a longer cooldown or a higher resource cost or something. It's way too easy to blindlock enemies at very low levels right now.

2. I think that the class needs to be given more of a reason to use willpower. Right now, Str/Cun/Con seems the way to go, with just a touch of Wil for prereqs. Mindstars start out weak and don't synergize well with Rampage. Psiclaws could be stronger at low levels without being overpowered, since they require mindstars to work (I assume - didn't actually check that out). A touch of damage conversion to physical might also help (to improve synergy with Rampage).

3. All the cat modifiers are at 1.2 right now. Silent Hunter could be higher (stealth in this game is really an all-or-nothing thing) and Rampage could be lower to make it less of a must-have.

Other than those quibbles, I was really impressed - lots of fun things to put points into!


Top
 Profile  
 
 Post subject: Re: Werebeast class
PostPosted: Wed Jan 09, 2013 5:32 pm 
Offline
Archmage

Joined: Fri Feb 18, 2011 6:15 am
Posts: 300
HousePet, if you're interested, I'd like to add the werebeast to the next Class Pack. You'd get full credit for your work, of course!

I've started working on it already but haven't touched the werebeast yet. I wanted to get your permission first, and also see if there are any major changes you have planned with the class? If so i can hold off until later, but was hoping to have something released within a week or so. Do you have any thoughts or questions?

Nice work!


Top
 Profile  
 
 Post subject: Re: Werebeast class
PostPosted: Wed Jan 09, 2013 5:49 pm 
Offline
Yeek

Joined: Sat Jan 05, 2013 12:36 pm
Posts: 11
Bug with the class: doesn't start mainquest. (You don't get the quest to explore the four tier 2 zones).


Top
 Profile  
 
 Post subject: Re: Werebeast class
PostPosted: Thu Jan 10, 2013 2:48 am 
Offline
Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5963
daftigod: Sure go ahead. I've got nothing planned at the moment, but if you find anything wrong, please tell me.

Kaerius: It is near impossible to break the main quest, and exploring the teir 2 dungeons isn't it anyway. You don't need the quest and it will add it when you complete one of them as well.

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


Top
 Profile  
 
 Post subject: Re: Werebeast class
PostPosted: Wed Apr 03, 2013 10:07 am 
Offline
Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5963
I've put together a quick update.
Tools of the Trade now works with Silent Hunter.
Psiclaws cannot be used with Psiblades.
Whatever that bug was in Snake Aspect that kept getting my character slaughtered should be fixed.
Tweaked talent masteries and reduced most of the Equilibrium costs.

Haven't properly tested this version. So shout if something is wrong.

NB: You potentially have four talents for reducing Equilibrium: Maul, Regrowth, Ancestral Life and Resolve.


Attachments:
tome-werebeast.zip [98.33 KiB]
Downloaded 91 times

_________________
My feedback meter decays into coding. Give me feedback and I make mods.
Top
 Profile  
 
 Post subject: Re: Werebeast class
PostPosted: Wed Apr 03, 2013 2:40 pm 
Offline
Thalore

Joined: Mon Oct 24, 2011 8:05 pm
Posts: 151
Many thanks for the update!:)

Will take a look today and repost.


Top
 Profile  
 
 Post subject: Re: Werebeast class
PostPosted: Thu Apr 04, 2013 7:39 pm 
Offline
Wayist

Joined: Thu Apr 04, 2013 7:34 pm
Posts: 26
Its fascinating that you've essentially built a World of Darkness Uratha in a roundabout way by accident.

I suggest you have a look over some of the clan lines and power trees - The spirit world is WOEFULLY underepresented in Maj'Eyal. That and I'm wondering what could be done to consume bleeding charges on an enemy as a sort of savaging frenzy - A better workaround than the Maul / Swallow deal. Although I DO love all the layered status effects and build options! Still digging into it and getting a feel, but it screams potential range of classes to me. And willpower / strength means putting some of this on an adventurer is going to be terribly interesting. Also, are you going to be adding a graphic in for the claws?

http://whitewolf.wikia.com/wiki/Uratha


Top
 Profile  
 
 Post subject: Re: Werebeast class
PostPosted: Fri Apr 05, 2013 8:29 am 
Offline
Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5963
I'd love to add a graphic for the claws, but I can't draw. :(

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


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 141 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 10  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 4 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