Search found 41 matches

by Sedrahl
Sun Sep 01, 2013 8:37 pm
Forum: Addons
Topic: Marauder Improvements (Hopefully it actually works now!)
Replies: 5
Views: 2590

Re: Marauder Improvements (Hopefully it actually works now!)

Thanks for the feedback. I would love for Exotic Weapon Mastery to be a possible choice for them, however I think Whips need a major overhaul before that can happen. Trying to make a melee character focused on a weapon category that ONLY consists of artifacts, many of which having modified stat scal...
by Sedrahl
Fri Aug 30, 2013 2:48 pm
Forum: Addons
Topic: Marauder Improvements (Hopefully it actually works now!)
Replies: 5
Views: 2590

Re: Marauder Improvements (Hopefully it actually works now!)

It was an experimental addition on my part. I still doubt they'll come anywhere near AB or Reaver-tier melee damage even with dual one-handers, and this is the class that's supposed to exemplify dual weapon combat. I also wanted to open up some more stat flexibility for them by reducing DEX reliance...
by Sedrahl
Wed Aug 28, 2013 3:06 am
Forum: Addons
Topic: Training Fix for Staff combat and Mindstar Mastery
Replies: 12
Views: 4422

Re: Training Fix for Staff combat and Mindstar Mastery

I'm not sure I follow your logic here. If you end up in the same spot (disregarding the money spent) whether you rescue an alchemist or not, what's the point of the quest? I think a small permanent bonus (a potential 0.1 mastery increase) is a nice incentive for a player to plan ahead and exercise ...
by Sedrahl
Tue Aug 27, 2013 3:40 am
Forum: Addons
Topic: Training Fix for Staff combat and Mindstar Mastery
Replies: 12
Views: 4422

Re: Training Fix for Staff combat and Mindstar Mastery

Just to clarify things: -Getting the locked category OR a talent from the escort allows you to unlock the tree at 1.1 mastery in Zigur for 500g, so getting the category is still pretty pointless. -Characters that don't find an Alchemist before buying the tree are actually worse off than characters w...
by Sedrahl
Wed Aug 21, 2013 6:40 am
Forum: Addons
Topic: Marauder Improvements (Hopefully it actually works now!)
Replies: 5
Views: 2590

Marauder Improvements (Hopefully it actually works now!)

A small addon buffing Marauders. Increases their starting HP by 10 and Life Rating by 2 in order to bring them more in line with other melee combat classes. Technique/Thuggery is changed to a Generic tree to reduce their Class point burden somewhat, and Technique/Bloodthirst is added (locked, 1.1 ma...
by Sedrahl
Thu Aug 08, 2013 8:47 am
Forum: Ideas
Topic: Marauder Improvements
Replies: 9
Views: 4800

Re: Marauder Improvements

I don't mean to say bosses are everything, but they tend to be a much bigger threat than regular melee enemies for the vast majority of the game. Rares and Randbosses exist as well, and they can't be prepared for. The biggest non-elite/rare/unique threats are most commonly spellcasters, which Defens...
by Sedrahl
Thu Aug 08, 2013 3:23 am
Forum: Ideas
Topic: Marauder Improvements
Replies: 9
Views: 4800

Re: Marauder Improvements

You certainly can improve them by giving them new abilities, I'm simply trying to stick to existing factors because I'm not very creative. It's also tricky to change Mobility and Field Control, because literally every character can potentially have them, so I prefer sticking to Marauder itself for t...
by Sedrahl
Wed Aug 07, 2013 12:30 am
Forum: Addons
Topic: Posting addons to te4.org site
Replies: 122
Views: 58897

Re: Posting addons to te4.org site

Sedrahl

Marauder Tweaks
by Sedrahl
Wed Aug 07, 2013 12:08 am
Forum: Ideas
Topic: Talent and equipent prereqs use only PERMANENT ability score
Replies: 29
Views: 7544

Re: Talent and equipent prereqs use only PERMANENT ability s

What I dislike is: - Working around the system is so vastly rewarded that everyone does it. - Being a pack-rat is heavily rewarded, which is annoying. - Juggling equipment is annoying. - Some classes having are much harder to get off the ground than others, unless you find the perfect equips, due t...
by Sedrahl
Tue Aug 06, 2013 11:02 pm
Forum: Ideas
Topic: Talent and equipent prereqs use only PERMANENT ability score
Replies: 29
Views: 7544

Re: Talent and equipent prereqs use only PERMANENT ability s

I think the stat requirement system is currently in a really good spot. It gives you flexibility in how you can build your characters, but doesn't make things too easy like removing requirements entirely would. It increases the amount of equipment that is useful to your character by a considerable a...
by Sedrahl
Tue Aug 06, 2013 9:28 am
Forum: Ideas
Topic: Talent and equipent prereqs use only PERMANENT ability score
Replies: 29
Views: 7544

Re: Talent and equipent prereqs use only PERMANENT ability s

My biggest concern is that this would severely limit playstyle flexibility of many classes. Take equipment out of the picture and your talent prereqs will practically decide your stat investments for you. It will also make life considerably more difficult for classes with a wide stat spread, while l...
by Sedrahl
Mon Aug 05, 2013 1:02 pm
Forum: Ideas
Topic: Marauder Improvements
Replies: 9
Views: 4800

Marauder Improvements

It seems like there's a general consensus that Marauders are one of the worst classes in the game, but how do we go about fixing them? After spending some time playing Marauders, there are a few issues that I feel already stand by a considerable degree, so I figured I'd make a thread to discuss and/...
by Sedrahl
Sun Aug 04, 2013 11:17 pm
Forum: Bugs Archive
Topic: [1.0.4] Stuck at loading screen when starting the game.
Replies: 6
Views: 1970

Re: [1.0.4] Stuck at loading screen when starting the game.

Great success! I managed to solve the issue. The problem seems to have stemmed from the fact that my ToME 4 game folder was inside my user/downloads directory, however I have two completely different user/downloads directories with the same name (don't ask me how that happened, I don't know either.)...
by Sedrahl
Sun Aug 04, 2013 8:27 am
Forum: Ideas
Topic: Adjusting Staff Combat/Mindstar Mastery training cost.
Replies: 22
Views: 8365

Re: Adjusting Staff Combat/Mindstar Mastery training cost.

I can't speak for staves, but Mindstars are quite capable dual wield weapons, especially for a class like Cursed who has no Dual Weapon talent tree for 100% offhand effectiveness. (Although physical weapons have benefits of their own, such as Stone and Rampage synergy.) They actually make a decent c...
by Sedrahl
Sun Aug 04, 2013 4:06 am
Forum: Ideas
Topic: Adjusting Staff Combat/Mindstar Mastery training cost.
Replies: 22
Views: 8365

Re: Adjusting Staff Combat/Mindstar Mastery training cost.

^Considering you can get Combat Training for 50g, it already is. Casters just don't ever use greatswords because, well, they're casters.