ToME: the Tales of Maj'Eyal

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PostPosted: Sun Feb 18, 2018 7:53 pm 
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Thalore

Joined: Fri Jul 28, 2006 3:29 am
Posts: 188
I'm playing my first doombringer, and after a dozen attempts I've made it out of the scintillating caves. I'm really struggling to keep my vim up. The tooltip says "If you used a Corruption spell that cost vim to kill a creature, that cost is refunded on death."

My two main abilities, Fiery Grasp and Abduction, don't seem to refund for me. Any tips on keeping my vim up?


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PostPosted: Sun Feb 18, 2018 10:10 pm 
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Higher

Joined: Sun Dec 10, 2017 12:27 am
Posts: 79
The talent damage has to directly kill the target. Abduction might not work at all, as it triggers melee attacks, so presumably doesn't pass the talent to the kill. Presumably Fiery Grasp does work, as long as the kill happens from the beam, rather than the triggered melee attack. This is probably why doombringer has a specific vim-generation attack (Draining Assault); most of their damage is actually triggered melee, rather that talent damage.


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PostPosted: Tue Feb 20, 2018 6:29 pm 
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Halfling

Joined: Thu Jan 14, 2016 11:10 am
Posts: 114
Honestly, I'd prefer if they were designed more like "if a creature dies within 0.5 turns after being hit by the talent" or something like that. Seems like it would match the conceptual intent while being much smoother for gameplay.

Would require a bit of rebalancing among non-damaging and instantaneous spells though.


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PostPosted: Tue Feb 20, 2018 10:30 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5780
I'm thinking more along the lines of removing the mechanic and rebalancing around it.

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PostPosted: Tue Feb 20, 2018 11:06 pm 
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Higher

Joined: Sun Dec 10, 2017 12:27 am
Posts: 79
I'd prefer to make bloodcasting a core feature of Vim using classes, and then rebalance around that. I'd fold in some effects that trigger specifically on self-damage, or have additional effects when out of vim (the other three talents in the reaving combat category, for example, would all be pretty flavourful with benefits/triggers on self-damage). Maybe have the vim-on-normal-kill tied to a small heal, too.


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PostPosted: Wed Feb 21, 2018 5:47 am 
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Uruivellas

Joined: Fri Oct 10, 2014 4:00 pm
Posts: 872
Removing the vim refund and increasing the vim gain per kill would probably solve that issue.

I do like the idea of making Bloodcasting a core thing though. Not for vim-drain costs (like sustains), but for active talent costs it would be nice.


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