ToME: the Tales of Maj'Eyal

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 Post subject: Re: Revamped Wyrmic
PostPosted: Sat Sep 22, 2018 3:48 am 
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Thalore

Joined: Sun Mar 09, 2014 5:07 am
Posts: 139
Recaiden wrote:
I think they need more advanced tree options. They technically have 4, but you will take at most 1 weapon style, and Prismatic is near-mandatory. I'd like for them to have an option that competes with Prismatic, where you only pick a single element and use it all game.


+1 to this.

I feel the Aspects feel a lot more distinct than before. I guess that has to do with untying the aspects against particular talents, so two different aspects become truly different at all times rather than only when using a particular talent. But nonetheless since the passives / sustains would always apply no matter which primary aspect I am in, there is no reason for me to choose a weaker aspect (damage/reliability wise) as my primary aspect unless an ememy is more vulnerable to that damage type.

Taking Storm/Venom wyrmic as an example, the average damage of Storm aspect is not far off, with no chance to be shrugged off and also not applied over a few turns. So naturally I would choose Storm as the primary aspect and just turn the Venom sustain on. This applies to all combinations and convinces me the need to have a Focus tree so that you could be motivated to take some of the weaker aspects like Acid as the primary one.

Btw, Excruciate is one of the talents that I liked in the previous version, it pairs very well with the poison damage you deal and do involve some decision making, it could be made into the Focus Tree.



Recaiden wrote:
I have some interest in adding BlinkWyrm and Spire Dragon talents; as they're weird dragon types already in game that a wyrmic doesn't represent.


I have this Idea for a Blink Wyrm Aspect that enables you to alter space to enhance your physical attacks
- TL1: Your routine bump attack has an extra +1 range
- TL2: Devour becomes a beam attack
- TL4: Claw becomes a ball shaped attack
- TL5: Overwhelm becomes a projectile
- The damage is spread out over 3 turns doing 50%, 30% and 20% each in temporal damage

Recaiden wrote:
Apex Predator 1 and 4 are bland and don't really have any decision-making.
Draconic Body 3 is bland.


Let me just throw some idea around, see if they are useful?

- Draconic Body 3 would also transfer the also let it transfer the debuff to a target by the reduced duration
- Apex Predator:
-- You learn how to place zone objects like antimagic bush, fell aura, etc. to your advantage in hunting lessor creatures. Duration scales with talent level
-- Apply a “Hunted” status to an enemy, hunted enemies will have their saves reduced, and you will always know their position
-- I actually think Confounding Roar could be left out as Wyrmic already has so many ways to apply status effects

Recaiden wrote:
Walls always look like ice cubes.


I think it is ok to keep it as Ice Wall as it brings some variety. Sometimes I want to see enemies frozen, both from strategic perspective and that always inflicting a single status effect gets boring after a while

----------------
And some comments to individual talents:
- Elemental Crash’s damage scales pretty bad, and the long cooldown does not seem to be justified
- Draconic Strikes: You would not want to use this. When you are low on life often the only sensible thing to do is to escape to take regen infusion, rather than to continue any offensives
- Prismatic Blood: I recommend this to be changed to limit the total number of points you could invest into the Draconic Aspects, starting with 6 points at TL1. Even if you want to concentrate on a single aspect it is necessary to invest in a backup aspect


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 Post subject: Re: Revamped Wyrmic
PostPosted: Mon Nov 19, 2018 1:34 pm 
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Thalore

Joined: Sun Mar 09, 2014 5:07 am
Posts: 139
Is this project abandoned? I honestly believe if this class is a little bit more polished it could be a good replacement to the original wyrmic :roll:


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 Post subject: Re: Revamped Wyrmic
PostPosted: Tue Nov 20, 2018 2:24 am 
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Wayist

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 15
It's not abandoned! I just haven't had a lot of time to work on it (or even play ToM'E) recently.
I'm almost done with my current idea for element-Focused tree, but it's not quite in a releasable state of polish.


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 Post subject: Re: Revamped Wyrmic
PostPosted: Sat Mar 16, 2019 3:35 pm 
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Wayist

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 15
Only took me three or four months!

I've moved back to a 1-tree-per-element design. But they're unusual trees. You can only learn 1, and the 2nd, 3rd, and 4th abilities are locked.

Some elements I had more than one idea for, and separating out quality skills like Ice Wall, Burrow, and Dissolution into separate categories feels like a better power progression.

You start out with Energy, Combat, and Body as your base skills, and can get 1 talent from 1 element.
With a Category Point you can unlock Prismatic Dragon, which basically improves your core gameplay with speed, damage, respen, resists. It's also needed to get multiple elements which you may want for certain enemies (although Wyrmic will generally be Physical + Element anyway, that element could be 'More Physical').
OR you can unlock weirder elemental abilities.

Fire is in a sense the default, and It encourages you to throw yourself into melee and hit people a lot. It likes on-hits because it gives you extra fire attacks.

Cold is about defense. More resists, more armor, a little burst defense, and the classic ice wall. (which I plan to nerf because wall creation is outrageous).

Lightning does LOTS of DAMAGE. Sometimes. At Random. In the right circumstances.

Sand does battlefield control and mobility. It's also focused on powerful Weapon attacks. Bring a 2-Hander.

Acid is for deactivating enemy sustains, and has a bit of countering melee combatants. But hopefully the other talents have some use too, but not too much, because Dissolution is really powerful.

Venom is Damage over Time, progressively weakening enemies. It goes well with daggers and mindstars.


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 Post subject: Re: Revamped Wyrmic
PostPosted: Sun Mar 17, 2019 2:38 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 708
Location: Middle of Nowhere
The new element system is interesting, but a little confusing. It takes two category points to go multi-elemental or even to advance in the first element you select? Seems like a lot. There's a lot of strong utility to be had, but I feel like I should at least be able to get the tier 2-4 talents from the first element without a cat point. Maybe I'm confused, though; haven't made it far enough yet to actually try it.

One of the descriptions in the tier 2 elemental talents doesn't match all the others, I think it was Acid.

Descriptions for damage from flame and venom are confusing. In both cases they state a percentage of the damage will be dealt at once and another percentage will be dealt over a number of turns. In both cases, they percentages add up to more than 100.

I like the spread of mind power vs physical power, seems like they are balanced out pretty evenly. My one minor gripe is that you don't start with mindstars in your inventory. I really wanted to go all out on mind power (still plan to) and having a starter set would be nice. That's probably just standard Wrymic, but it would be easy enough to change, and I don't think that what amounts to a tiny bit of money would unbalance things very much if you choose to just stick with the axe. Not a deal breaker, of course, but it would be a nice convience.


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