ToME: the Tales of Maj'Eyal

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 Post subject: [1.0] Faeros
PostPosted: Tue Jan 01, 2013 6:17 am 
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Higher

Joined: Fri Oct 01, 2010 11:15 pm
Posts: 60
Updated: Version 5

Adds Faeros as a playable raceclass. Faeros use life as a resource and cannot wear lites. As of now they cannot use inscriptions.

Right now it is very rough/unbalance. It's not really ready for release, but I wanted feedback before I continued. I copied the stats from the npcs, which means 100% fire resist and -30% cold resist along with a whole lot of immunities. So far I've got a few talents done. I like the general ideas, but in practice they are pretty unbalance or don't work.

Here are the general idea of the talents:

Inner flame
Inner flame - Sustained. Burns enemies in a radius of two around your. Burned enemies get the Burned out status effect, and can't be affected by the inner flame until the effect times out. Continuously consumes mana.
Absorb - Works kinda like Feed. Target an enemy, when it takes burning damage you heal
Revelry - Passive. Each time your inner flame burns an enemy, you get a spellpower bonus. As is, I don't think it is useful enough. I'm going to have to look this one over/replace it.
Burning Low - Passive. When your mana is < 20% your inner flames do additional darkness damage. Also give evasion.

Conflagration
Reignite - Removes the burning low effect from enemies around the caster. Maybe should make it do damage too?
Proliferation - Spreads burning effects between enemies
Sublimate - Adds a temporary effect that increases cold resistance
? - Todo

Backdraft
Gust - Fires a bolt that does physical damage and knocksback
Outburst - A cone that sets fire and knockbacks
Smoke - A ball of darkness damage centered around the caster
Flaming Winds - Modified icestorm, does fire and physical damage

Generic Trees
Faeros
Dancing Flames - Increases fire damage for 5 turns
Purity of Flames - Adds stun resistance
Torchligh - Increases lite radius
? - Todo

Purifying Flame
Bathe in Flames - Heals, this will be replaced once I get a better idea of how healing should work
Purity of Body - Cures physical effects and adds to physical save
Purity of Spirit - Cures magical effects and adds to spell save
Purity of Mind - Cures mental effects and adds to metal save

Future work
-talent icons
-effect icons
-finish the Conflagration tree
-figure out how healing should work

I know it's unfinished and there's not much to go on, but I'd appreciate any feedback or ideas.

http://te4.org/games/addons/tome/faeros


Last edited by BDota on Sat Jan 12, 2013 8:00 pm, edited 9 times in total.

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 Post subject: Re: [1.0] Faeros
PostPosted: Tue Jan 01, 2013 9:08 am 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
proliferation = maybe look at smoke bomb??

Smoke bomb will take the burning effect and spread it to any enemies within radius, and increase the duration by x


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 Post subject: Re: [1.0] Faeros
PostPosted: Tue Jan 01, 2013 10:38 am 
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Halfling

Joined: Wed Dec 12, 2012 6:06 am
Posts: 112
Well, if the class is an elemental, I don't think Fire could wear much equipment. Cloaks, leather, robes, etc might burn if the character tries to put them on but metals should be ok?
Perhaps a 'blessing' of fire on a weapon for X amount of turns based on talent level and spellpower?
They'd take damage in water, being made from fire/heat?
Unable to inscribe runes/infusions?
Fire elemental should have a wide light radius due to being on fire?

Now all that being said, I think they should be a brand of unarmed casters (being elements and all) with the option of staff bonuses. Then again the coding would be horribly tricky to work out with a Faeros since I guess if they were technically wearing iron gauntlets they could hold a staff with it.

There's quite a few talent ideas you could go with.
Setting the ground ablaze and standing in the fire might make you heal faster?
Melting down items into gems? (Like alchemy)

Also, please add the orb so I can ID stuff. lol


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PostPosted: Tue Jan 01, 2013 5:17 pm 
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Higher

Joined: Fri Oct 01, 2010 11:15 pm
Posts: 60
If I were to switch it over to a fire mage, are there any suggestions for a class name?


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PostPosted: Tue Jan 01, 2013 6:24 pm 
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Wayist

Joined: Thu Nov 02, 2006 1:38 am
Posts: 23
Burninator. (I believe Darkgod will approve the usage of this name.)


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PostPosted: Tue Jan 01, 2013 6:26 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10227
Location: Angolwen
BURNINATE THEM ALLLL!!! BURNINNAAAAATTEE!!!!!!!!!

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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PostPosted: Tue Jan 01, 2013 6:37 pm 
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Higher

Joined: Fri Oct 01, 2010 11:15 pm
Posts: 60
I like that idea :D

I'm going to switch over to a class, once I get the talents fixed and work up another tree I'll post an update.


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PostPosted: Tue Jan 01, 2013 6:43 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10227
Location: Angolwen
But it's silly as a class!
Make it a raceclass. A race which uses no class (like the unfinished runic golem in tome code)

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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PostPosted: Tue Jan 01, 2013 6:46 pm 
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Higher

Joined: Fri Oct 01, 2010 11:15 pm
Posts: 60
Make Burninator as a race/class? Or should I stick with my original Faeros idea?


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PostPosted: Tue Jan 01, 2013 6:51 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10227
Location: Angolwen
Ahh I thought you meant the faeros :)

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[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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PostPosted: Tue Jan 01, 2013 7:00 pm 
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Higher

Joined: Fri Oct 01, 2010 11:15 pm
Posts: 60
I'm still not positive what I want to do. Originally I was going to make Faeros as a race/class but then I thought about switching over to a fire mage. I think right now I'll just focus on making talents. I can switch over easily enough later if I want to :D


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PostPosted: Tue Jan 01, 2013 7:25 pm 
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Wayist

Joined: Thu Nov 02, 2006 1:38 am
Posts: 23
I agree with making it like the Runic Golem raceclass.

That takes much trouble out of the balance. You need not balance it for each combination since there will only be one. With the unique immunities they will have, any other way would be close to if not in fact cheating.

As for how to make them, I would worry less about balance to begin with. That comes later. And people will jump on the bandwagon and offer advice as time goes on.

Tell us what you need and I will spend some time coming up with many insane and stupid ideas to possibly help you come up with something that works for this.

More General talents? More class talents? What is missing?

Let me ask a few quick questions.
1. Does the raceclass have a short ranged teleport?
2. Does the raceclass have a heal?
3. As an elemental, will infusions work or not?

More to come...


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PostPosted: Tue Jan 01, 2013 7:41 pm 
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Higher

Joined: Fri Oct 01, 2010 11:15 pm
Posts: 60
If I switched it over to a class, I'd remove the immunities, so that shouldn't be an impediment to making it a class. The main reason there there is because I copied them from the Faeros npc. The main thing is to do which ever makes it more fun, whether as a race class or just a class. The main impediment to making a class that I see is that it pretty much just does fire damage, and maybe a little darkness damage. Some monsters would be impossible to deal with.

Right now I'm not sure about runes/infusions. They'll definately be allowed if I don't do any healing or teleport. Right now I have the generic tree with teleports in. One idea I had for healing was that it would heal while standing on lava tiles, and there would be another talent that turns the floor to lava. Or maybe they'd be the same talent. Right now I'm just looking for fun ideas!


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PostPosted: Tue Jan 01, 2013 8:16 pm 
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Wayist

Joined: Thu Nov 02, 2006 1:38 am
Posts: 23
Well, if you make it a class, infusions are decided by race.

If you make it a raceclass, it needs to be decided. (But it can always be updated if you decide to change it.)

As for dealing with Fire Immune monsters, check the Archmage and Spellsword classes for the ways to get around immunities. You would deal greatly reduced damage still, but you can always find a way even with one element at your disposal. (Spellsword is another addon here.)

Healing with Fire can be a easy enough way to solve the problem of a Heal. Affinity is the word you need to know. :)

You really should look at the Spellsword class addon. It has good fire skills that work very well. Some would be perfect for this race/class.


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PostPosted: Tue Jan 01, 2013 8:31 pm 
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Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
Posts: 1709
Location: Canada
If you are going for a raceclass, you could have most of the attributes like fire resistance, effect immunities etc. be gained from a generic tree, making them loss OP at the start.

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Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)


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