ToME: the Tales of Maj'Eyal

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PostPosted: Mon Feb 13, 2017 5:28 pm 

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 11
Adds the Ruined, a spell/mind hybrid class.
Since the Ruined are (mostly) mages gone totally insane due to the curse, they use mana and hate as their resources.
They usually wield staves, but some have been seen using mindstars as well.

Talent Categories
Spell/Cataclysm (locked)
Cursed/Suffering (locked)
Cursed/Loss (locked)
Cursed/Fears (locked)

Cursed/Cursed Form
Cursed/Dark Sustenance

Talent Overwiew

Your everyday spells for lightning damage.

Deal moderate lightning damage in an area. If only one target is hit, you apply Lightning Rod to that target.

Searing Bolt
Deal moderate damage to everything in a line. For every enemy affected by Lightning Rod, you deal 20% increased damage (to all targets).

Arcing Power (sustain)
Every turn, you shock all nearby enemies affected by Lightning Rod, dealing lightning damage to them.
Learning this also teaches you the Static Charge talent, which applies Lightning Rod to all enemies in an area.

Blind Rage (sustain)
Unleash a powerful storm, dazing nearby enemies every turn and dealing a small amount of damage to them.
While the storm rages, you deal increased lightning damage.

Maintaining this is draining, and you lose an increasing amount of health every turn this is active. This cannot kill you or bring you below 0 health.
Blind Rage and Resilience cannot be active at the same time, activating one will deactivate the other.

Dealing more lightning damage, plus some utility.

Conduit of Ruin
Lightning Rod now reduces lightning resistance.
While Blind Rage is sustained, gain resistance to stun, silence and confusion.

Lightning Flash
Teleport to target location, dealing a small amount of damage and applying Lightning Rod to all targets near your arrival point.

Lightning Strikes Twice
Every time you deal more than a certain amount of lightning damage in a single attack, you have a chance of applying Lightning Rod to all enemies hit.

Unleashed Madness
Consume all of your health and mana to deal MASSIVE damage to nearby enemies. This also gives you a shield based on the amount of mana spent.
This can only be used while Blind Rage is active and it will deactivate Blind Rage.

Here come the debuffs.

Deals a small amount of mind damage and applies a debuff to the target, reducing the damage they deal.
At higher levels, this also reduces movement speed.

Harvest of Tears
Deal mind damage to all enemies that are affected by Pain within an area and stun them.

Pain now also applies a secondary debuff that reduces enemy saves and adds a martyrdom effect.

Resilience (sustain)
Gain resist all, massive saves and regenerate a portion of your maximum health per turn - but reduce the damage you deal significantly.
Blind Rage and Resilience cannot be active at the same time, activating one will deactivate the other.

Moar debuffs!

Conduit of Woe
Whenever you take damage, if the damage was 100 or higher, you deal damage to a random nearby enemy equal to a percentage of that damage.
If Resilience is active, you apply Pain to them as well.

Seal Mind
Time Prison. But with mind power!
(To be honest, this is kind of a filler ability.)

Mental Wound
Places a debuff upon the target that causes it to bleed for a percentage of all damage taken (as mind damage).

Deepest Pain
Pins, blinds, silences and confuses a single target. These debuffs ignore immunities, but the target can make an additional mental save against each of them.
Only usable while Resilience is active.

Hybrid mind/spell category based on crits.

Surging Cadence
Whenever you land any crit, gain bonus critmult for a short time.
Whenever you land a mental crit, gain bonus spellpower for a short time.
Whenever you land a spellcrit, gain bonus mindpower for a short time.

Destructive Cadence
Whenever you land a spellcrit, deal mind damage to nearby enemies and gain some hate.
Whenever you land a mental crit, deal lightning damage to nearby enemies and gain some mana.

Resonating Cadence
Using a spell after using a mind power, and the other way around, increases your damage and critchance for a short time.

Deadly Cadence
Mark an enemy. Whenever you crit, that enemy takes a percentage of the damage the crit dealt.

And this is why that one enemy can't have nice things.

Lose Memory
Put a few talents on a short cooldown.

Lose Power
Reduce your victims physical, spell and mind power for a short duration.

Lose Dreams
Kill. The. Sustains.

Lose Sanity
Renders a single target nearly unable to act for a short duration.

Surviving below 0 health - and the benefits of being that low.

Broken Body, Twisted Mind
Permanently reduces the amount of life you gain from CON, but you gain a non-insignificant amount of die_at.

When falling below 0 health, gain a regeneration effect.

Spite (sustain)
Reduces all damage you take by a flat amount. Turn off when below 0 health to go boom.

Broken Spirit, Stolen Life
Drain an enemy, stealing life equal to a percentage of the amount you are below 0.
Only usable while below 0 life.

This is my first addon, and I don't know how well balanced it is.
If you have any feedback or (balance or other) suggestions for me, please leave them in the comments.

Last edited by Erenion on Thu Feb 16, 2017 9:10 am, edited 3 times in total.

PostPosted: Tue Feb 14, 2017 4:27 pm 

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
This writeup looks really cool! I'm looking forward to trying it out, but I dont know how long it'll take.
As for an alternate name for Emptiness, can I suggest Hollow? or Void?

(This will also cause Issues if used alongside my afflicted class - they both add a cursed/torture category. this probably isn't a huge issue but one of us should probably change the code name, if not the display name.)

PostPosted: Tue Feb 14, 2017 4:50 pm 

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 11
Void sounds pretty neat, thanks!
And no problem, I'll just change the file name. (Yours was there first, I'll just change mine)

Anyway, I've been thinking about moving the resource generation from Emptiness to Crescendo (maybe to Destructive Cadence) and adding another durability talent instead. Would that be too much or does the class need it, in your opinion?

EDIT: On second thought, Void would cause issues with EoR + the Empyreal class. Renamed it to Hollow instead.
Also, renamed Torture to Suffering.

PostPosted: Tue Feb 14, 2017 11:19 pm 

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 102
This is a really interesting class lore-wise and Lightning is always pretty neat. I have a couple gripes though.

1. Starting trees are pretty thin meaning there aren't many options to take the class, and sometimes you're just floating points somewhere to transfer later because there's nothing to do with them. More locked trees than unlocked means in a normal game, depending on what talents are valued your precious category points may need to be spent on Class trees alone.
2. Generics. If I chose not to curse my items there are only three trees out of the gate with no locked options here. Given that there is one which I personally tend to just dump one point into Feed and leave alone, I am constantly swimming in points. My categories are once again pressed by class trees already so unlocking something like Harmony, Chants, or Light may not be an option. Combat Training is an option, but with mages not much dumping is always necessary.
3. Mobility for a caster can be a big deal. I'm not really sure if 5/5 Pain and Lightning Flash are quite enough to deal with this, it's less than what movement-challenged classes can usually net. Movement infusions and Phase Door/Teleport runes run into the Cat point issue, limiting them (and Ogre won't be able to help come 1.5).

My suggestions? More generics, no question there. Conveyance maybe, Survival at least wouldn't be bad to run off of a high Cun. One or two more lower level class trees would be nice, maybe even make Fears unlocked at the start if you want since it's lower level.

PostPosted: Wed Feb 15, 2017 4:23 am 

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
Erenion wrote:
EDIT: On second thought, Void would cause issues with EoR + the Empyreal class. Renamed it to Hollow instead.
Also, renamed Torture to Suffering.

Void wouldn't actually be an issue there! Celestial/Void and Cursed/Void can both exist without an issue. :)

...ahhhhahahaha. The addon has a Suffering tree as well. DXD
What you Can do is... let me just demonstrate
newTalentType{ allow_random=true, is_mind=true, type="cursed/torturetwo", name = "torture", description = "Powerful techniques to manipulate and outlast your target with your corrupted mind."}
If I remember correctly, this would still show up as torture without causing a duplication error. :)

PostPosted: Wed Feb 15, 2017 7:16 am 

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 11
Thanks for the feedback, everyone.

Conveyance could definitely be an option, I was also thinking about Survival, but with 1.5 I'm not sure about that one anymore.
I was initially planning on making two generic categories, but somewhere along the line, most of the stuff planned for the second one ended up in Hollow or Crescendo, so I just cut the second generic tree.

Concerning class trees:
- Unlocking Fears might be an option. Not sure about that one though.
- The second option would be to simply give them another (unlocked) class tree. Spell/Air might be an idea. Any other suggestions here?
- The third idea would of course be to simply code another unlocked class tree. Again, any suggestions?
- The fourth idea here would be to unlock Loss. However, I have a feeling that this would make the class too strong.

After playing the current version from 1 to Ardhungol, I have discovered two things:
- Mana becomes a bit of an issue sometimes (in drawn-out fights)
- You deal really high damage as long as you have mana, but your durability is... well, if you meet a rare with an unlucky combination come midgame, you have a problem. (Then again, I'm used to being fairly tanky, but this is still... extreme)
- Mobility wasn't that much of an issue for me, but I can see why the relative lack of mobility is a problem. (I play a lot of Doomed, and this class is really mobile compared to them)

So, after a bit more thought, I'll probably:
- give them Conveyance as an unlocked generic tree
- move the resource regen from Spite to Crescendo and put another durability talent there instead.
- keep the name for Suffering, because I like it, but rename it in the code so it doesn't cause issues

For class categories, I'll wait on your feedback.

PostPosted: Thu Feb 16, 2017 1:12 am 

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 102
Air would be useful yes, the movement buff in Feather Wind may even be useful if investment was wanted. Maybe even take another tree from Doomed, but I'm not completely sure about it. I get the feeling that Punishments might have it's uses, but Force of Will may or may not be OP when talking about Deflection and crit chance buffing (considering there's a whole tree based on critical hit effects, but then again as I say that I remember that Halfling exists).

I agree with the rest, but Loss I agree would be too much at start. Most of what I could think of for whole new trees either strays into different elements, but one thing I was surprised to see missing was anything having to do with storms.

PostPosted: Thu Feb 16, 2017 9:04 am 

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 11
Force of Will doesn't buff crit chance, it buffs crit multiplier. But yeah, combined with the new Spite, Deflection would be really strong.
The only thing I'm worried about with Spell/Air is Thunderstorm, because of the "resource on crit" mechanic. Then again, it would mean you could play a more mind-focused build, because of Thunderstorm keeping you topped up on Hate while your mind crits generate enough mana for Thunderstorm to keep going.

You know what, I'll add Spell/Air for now. Let's just see how it works out.

Also, I had some more free time yesterday, so we now have a new unique horror, a new fixedart and an unlock condition (which is disabled for now, because I want feedback on the class). If you have any feedback concerning fixedarts / the horror, please tell me.

I also reworked Crescendo a bit, after having several people tell me ingame that it was feeling a bit underwhelming.
Also, nerfed Surging Cadence. Getting 130 spellpower from it lategame (on a pure mind build) is NOT OK.

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