Here's my feedback:
- Lightning aspect might need some tweaks: It has a very strong active by lowering stun resistance, a strong buff to Elemental Crash but relatively weak damage passive effect (daze instead of Fire's stun or Sand's blind). It invites people to cheese by using the Lightning Aspect active to lower stun resistance, then switch back the primary aspect to something stronger like fire while still enjoying the Elemental Crash buff. And when paired with Elemental Vortex the daze is worthless. I suggest Lightning aspect's effect instead of daze, to be inflicting the hurricane status or shock for very few turns, or simply stun and make Fire Aspect's effect to be something else
- Venom aspect works a little bit strange: Taking Elemental Spit with Crippling poison as an example, there would be 75% chance that the poison won't stick and thus the Elemental Spit deals full damage in 1 turn, but there is 25% chance that the poison sticks and the damage is split over a few turns. I think the crippling poison should be added on top to the base damage if it sticks?
- Fire aspect's active effect and passive effect to Bellowing Roar does not seem to fit with the theme, also the active effect lends itself to cheese and something so generally useful like status cleanse is better made into a general talent. And that the passive effect to Bellowing Roar is in most cases quite useless as I don't really see Wyrmic will run low on stamina.
I am thinking the active effect could be adding extra fire damage to your attacks based on the number of detrimental effects you have, and the buff to Bellowing Roar could be adding the Devouring Flame within range, while its damage & life drain scales with your missing life.
- Dragon's Breath is too overpowered. One point in each aspect is all you need to spam the six different breaths which has a 100% chance to stick debuffs, here are some alternatives to make it more balanced:
1) (I have suggested it elsewhere) One single breath skill that allows you to can select the aspect of your breath, cooldown is reset as you score a mental crit with it (so you could still spam, with effectiveness increased at later game)
2) Spliting the scaling into two parts: Making the breaths' damage scale with the levels of your elemental aspects, and the Dracon's Breath talent controls the chance of debuff and range (or simply shuffling the variables around)
3) Using the breaths induces a status effect which increases the equilibrium cost of the breaths for a few turns and could stack
- I don't know what to make of the Hoarding Tree, I feel hoarding stuff runs against the basic design of ToME. I think a tree based on the themes of hunting / intimidating would fit more
While my post looks like complaining, actually I enjoy the revamp very much and I feel it is an improvement to the old wyrmic
And finally a bug that causes Prismatic Blood to fail:
Code:
##Use Talent Lua Error## T_REK_WYRMIC_MULTICOLOR_BLOOD Actor: 3607 player
Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /data-revamped-wyrmic/talents/gifts/prismatic.lua:122: attempt to concatenate field 'text_color' (a nil value)
stack traceback:
/data-revamped-wyrmic/talents/gifts/prismatic.lua:122: in function 'getOptions'
/data-revamped-wyrmic/talents/gifts/prismatic.lua:176: in function </data-revamped-wyrmic/talents/gifts/prismatic.lua:174>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:322 useTalent
At /engine/interface/PlayerHotkeys.lua:170
At /engine/interface/PlayerHotkeys.lua:162 activateHotkey
At /engine/HotkeysIconsDisplay.lua:384 onMouse
At /mod/class/uiset/Minimalist.lua:1789 fct
At /engine/Mouse.lua:58