ToME: the Tales of Maj'Eyal

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PostPosted: Thu Sep 07, 2017 4:35 am 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 257
1.1.1 released. This has pretty big changes:
Code:
1.1.1:
- Nerfed Equinox healing by 25%
- Equinox shield repair now uses heal mod
- Changed scaling of Solstice and Equilux to make talent point investment more rewarding (and significantly nerf them at talent level 1)
- Clarified Equilux description
- Removed Celestial / Light from the class entirely (we're just going to pretend escorts don't exist)
- Added Sunburn class tree. Talents:
  - Spontaneous Combustion: Passive. All light damage deals an additional X% of the original damage as fire.
  - Solar Shield: Passive. Creates a damage shield right before you would receive damage, with a cooldown.
  - Enervating Light: Active. Deals light and fire damage to a creature and pins it.
  - Heatwave: Shifting alignment has a chance to deal fire damage to a random creature.
- Compensatory nerfs:
  - Nerfed Searing Light damage by 25%
  - Nerfed Solar Flares damage by 1/7
  - Nerfed Moonlight Ray damage by about 20%
  - Shadow Blast duration is now fixed at 4 turns
I never wanted this revamped class to include Celestial / Light in the first place, I just have to hope it gets removed from escorts in 1.6...

I'd still like to get rid of Totality and Circles in the future.


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PostPosted: Thu Jan 04, 2018 7:43 am 
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Wayist

Joined: Sun Aug 25, 2013 7:03 pm
Posts: 25
I'm not sure what's wrote with Totality? Sure, you could move light/darkness resistance penetration onto the final skill in each of their trees, but I've always liked the fact that Totality has this element of tension: do I use it right away for the res-pen, or do I wait to get the most out of the cooldowns?

Now, I haven't got too much experience with the class, so if you were to say that there are too many good tools for changing alignment without having to use a spell of the appropriate element, I wouldn't be able to argue.

Circles are boring and don't fit well with the class, total agreement there. Any idea what you'd replace them with? I was going to suggest that, if Fire gets to ride along with Light, then Cold might get added to Darkness, and the Frostdusk talent combines those, but the first two talents from Shades wouldn't really make sense on an Anorithil, so you'd probably want to play with that idea more.

Also, getting rid of Light was bold and I approve. It makes the class feel reliant on having a scaling shielding rune, but I guess the Hymn Adept shield works well enough until Solar Shield comes online.

Overall, it's a very cool add-on. It's obviously not like playing a core Anorithil, but all the differences seem intentional and generally good. Any other changes you're interested in getting input on?

minmay wrote:
1.1.1 released. This has pretty big changes:
Code:
1.1.1:
- Nerfed Equinox healing by 25%
- Equinox shield repair now uses heal mod
- Changed scaling of Solstice and Equilux to make talent point investment more rewarding (and significantly nerf them at talent level 1)
- Clarified Equilux description
- Removed Celestial / Light from the class entirely (we're just going to pretend escorts don't exist)
- Added Sunburn class tree. Talents:
  - Spontaneous Combustion: Passive. All light damage deals an additional X% of the original damage as fire.
  - Solar Shield: Passive. Creates a damage shield right before you would receive damage, with a cooldown.
  - Enervating Light: Active. Deals light and fire damage to a creature and pins it.
  - Heatwave: Shifting alignment has a chance to deal fire damage to a random creature.
- Compensatory nerfs:
  - Nerfed Searing Light damage by 25%
  - Nerfed Solar Flares damage by 1/7
  - Nerfed Moonlight Ray damage by about 20%
  - Shadow Blast duration is now fixed at 4 turns
I never wanted this revamped class to include Celestial / Light in the first place, I just have to hope it gets removed from escorts in 1.6...

I'd still like to get rid of Totality and Circles in the future.


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PostPosted: Sat Mar 10, 2018 8:43 am 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 257
Big change in 1.1.4. Chants/Hymns are replaced with something similar-ish, with the main differences being the similar-ish thing:
1. doesn't involve swapping
2. actually works properly
3. is much weaker


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PostPosted: Fri Oct 12, 2018 9:23 am 
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Halfling

Joined: Thu Jul 28, 2005 9:59 am
Posts: 99
Location: Wetzlar, Hessen, Germany
Daughter says problems with sustaining 'Align Staff'.
Could it be that it calls the code for wield and because of this resetting the power stored in a staff like Penitence to 0?

Currently each time the sustain is on and using an alignment changing spell the staff looses all its power.

Not game breaking, she says except that its fun to play.


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