Some consolidated chronomancy ideas.

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edge2054
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Some consolidated chronomancy ideas.

#1 Post by edge2054 »

There's been some interesting ideas for chronomancy talents posted various places recently. So I don't have to keep looking for them and so people can easily add their thoughts I'm creating this thread.

Note that I plan to do at least two more chronomancy classes at some point in the future. A roguish one and a warrior one. The exact specifics aren't hashed out yet. Also the exact specifics of talents posted here really don't need to be digested. Just because I posted it doesn't mean I'm going to code it though I do feel all of these ideas are worth consideration (hence starting this thread).

Posts to follow.
Last edited by edge2054 on Thu Sep 15, 2011 9:26 pm, edited 1 time in total.

edge2054
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Re: Some consolidated chronomancy ideas.

#2 Post by edge2054 »

martinuzz wrote:So.. The Chronomacy class has a mage, a warrior/archer..
How about.. a summoner/slinger?

Fired up some characters in arena mode to read up on the new sling/temporal skills for inspiration, and here's what I've come up with:

The Riftrunner would be, as mentioned above, a hybrid summoner/slinger.
It's rescources would be paradox and stamina
It's main stats would be willpower, dexterity and cunning.
Cunning would determine the maximum amount of summons, as it does for a summoner (up to a max of 5 summons, right?).

It would start with the following existing trees:

Technique/Combat Training (open)
Technique/Field Control (closed)
Technique/Archery-Slings (open)
Technique/Archery Training (closed) <<< not sure about this one, perhaps the class can do without
Chronomancy/Chronomancy (open)
Chronomancy/Space-Time Folding (closed)

The following 3 new trees would make the class unique:
I left out the Paradox costs, as I don't have a good feel for it yet. Suggestions are welcome.

Chronomancy/Rift (open)
1) Open the Rift
type: activation
usage: instant
travel speed: instant
rift duration: 6/7/8/9/10 turns
summon duration: 2/4/6/8/10 turns
cooldown: 20 turns
- creates a rift on passable terrain (range 1/2/3/4/5). The Rift itself is passable as well
- every turn, as long as the Rift exists, a friendly time elemental (Telvuroths if I got the name right) will spawn from it, at the nearest available spot in it's spawn area (radius 2), and start to attack your enemies. No elementals will spawn if you have reached your summon limit, and no elementals will spawn if there is no room in it's spawn area. There is a chance a greater T will spawn, and a small chance an ultimate T will spawn instead. These chances scale with skill level and Paradox
- beware: with each spawn from the portal, a paradox check is made and an anomaly might occur. Handle carefully with high paradox (not sure if this is a good idea, but I want this class to have to really care about paradox management)

2) Vortex
type: activation
usage: 1 turn
duration: 3/3/4/4/5 turns
cooldown: 20 turns
- the Rift's spawn area increases to 3/4/5/6/7
- your rift will pull enemies in it's spawn area towards it

3) Temporal Synergy (Gift of the Rift sounded too cheesy :D)
type: activation
usage: instant
duration: 5 turns
cooldown: 20 turns
- 10/20/30/40/50% of damage done to you is diverted, then doubled, and equally distributed amongst your summons
- damage diverted this way will increase your Paradox
- paradox increase - damage diverted ratio will be less severe with high willpower

4) Close the Rift
type: activation
usage: 1 turn
- the portal, and your summons explode in a radius 1 ball doing temporal damage
- for every creature damaged by these balls, your Paradox decreases
- damage increases with Paradox
- paradox decrease per creature damaged increases with Willpower stat

Chronomancy/Anchor of Space-Time (open)
1) Drop Anchor
type: sustain
usage: 1 turn
travel speed: instant
cooldown: 20 turns
range: 3/4/5/6/7
- drops the Anchor of Space-Time in a desired location. The anchor is passable
- once the anchor is dropped, you can move out of it's casting range if you please without it disappearing
- the sustain de-activates automatically when the anchor is not in your line of sight
- the anchor projects a field around it of radius 1/2/3/4/5 that prohibits teleport to and from it. Tired of your summons playing Pong with your enemies? This will help discipline them.
- the Anchor slowly increases your Paradox while active

2) Distortion Field
type: activation
usage: instant
duration: 1/2/3/4/5 turns
cooldown: 20 turns
- allows your projectiles to pass through your summons in the Anchor field's radius, without harming them
- increases projectile speed within the field's radius
- projectile speed boost increases with Paradox

3) Stasis Field
type: activation
usage: 1 turn
cooldown: 20 turns
duration (field buff): 3/3/4/4/5 turns
- enemies inside the Anchor's field that are hit for 60/50/40/30/20% of their max life will be pinned
- pin duration increases with Paradox

4) Containment Field
type: activation
usage: 1 turn
duration: 5 turns
cooldown: 100 turns
- up to a maximum of 1/2/3/4/5 summons within the Anchor's field are not counted towards your summon max
- summons exceeding your summon max after the spell runs out will not disappear until their summon timer runs out

Chronomancy/Riftrunning (closed)
1) Faster than Light
type: sustain
usage: instant
cooldown: 45/40/35/20/25 turns
- increases your Dexterity, based on Paradox and Willpower
- when you de-activate this sustain, your movement speed is increased by 600/700/800/900/1000% for 1 turn

2) Rift Control
type: sustain
usage: instant
cooldown: 45/40/35/30/25 turns
- as long as you are standing inside the Rift's spawn radius, every kill made by you or your summons reduces Paradox somewhat
- when you de-activate this sustain, you may swap positions with any creature inside the Rift's spawn radius
- Paradox reduction scales with Willpower and skill level

3) Anchor Control
type: sustain
usage: 1 turn
cooldown: 45/40/35/30/25 turns
- as long as you stand within the Anchor's radius, you gain Free Action, and you are immune to the Anchor's teleport interdiction
- as long as you stand within the Anchor's radius, stamina costs for using talents are reduced
- when you de-activate this sustain, you may swap positions with any creature inside the Anchor's field radius
- Stamina cost reduction scales with Willpower and Paradox

4) Riftrunner
type: sustain
usage: instant
- both the Anchor and the Rift need to be active to cast this spell
- deactivates the Anchor and the Rift, and immediatly puts them off cooldown, ready to be re-cast
- the player, and all creatures in the Anchor's, and the Rift's Radius are transported into a Rift level (a cross between the temporal Rift and the Fearscape)
- your maximum number of summons is doubled in the Rift
- summons have no timer in the Rift. They just stay until they are killed
- enemies killed in the Rift decrease Paradox substantially
- you gain Free Action and immunity to the Anchor while in the Rift
- whenever you are damaged for more than 45/40/35/30/25% of your maximum life, your movement speed increases by 300% for 1 turn
- this sustain steadily increases your Paradox while active. Watch out for anomalies
- the sustain automatically de-activates when all enemies are dead
- upon de-activation, all summons are dispelled, as the player and survivors, if there are any, are returned to reality.

edge2054
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Re: Some consolidated chronomancy ideas.

#3 Post by edge2054 »

Dekar wrote:Paradox Trickster


Space Bending (CUN):
1T: Enchants an area with radius x. Whatever steps on an enchanted tile will be knocked forwards. Being knocked over multiple tiles increases knockback power. Knockback causes damage when smashed into other objects.
Instant: Gives buff for x turns. When hit by a spell or projectile switches position with the source before the impact, making them hit themself. 20cd
Instant/1T: Increase movespeed by a lot for x turns, deal y% attack damage around you on every step. Aborts on skill use/attack.
Sustain: (Dodged) attacks on you have a x% chance to hit a nearby enemy instead dealing y% damage.


Paradox Affinity (CUN):
Ease the Strain: 1T: Causes an anomaly at target location. reduces paradox. passive: increases save paradox level based on cunning
Passive: Increases luck based on paradox.
1T: Melee range. Transfers up to x status effects to and from target.
Echo: Sustain: Every attack will be repeated after x turns ( on the same tile ) with y% strength and all damage converted to temporal damage.


Spacetime Fragmentation (CUN):
Rip: 1T: Rips the timespace in an area, dealing x temporal damage and reducing resistances by y every turn ( stacking ).
1T: Attacks an enemy for x%. For y turns the attack will be repeated with increasing area along a cone shape.
1T: The next x attacks hitting you will be delayed by 3 turns before hitting the tile you stood on.
Sustain: Create copies without skills of yourself with 5% health for x turns when getting hit. Costs paradox for every copy.


Scrapped:
1T: ceates veil around location, projectiles pass through instantly
1T: randomly redistribute enemy attributes / switch or equalize attributes of 2 enemies
affinity for the paradox: passive: cunning converted to willpower (and spellpower) bonus
1T: Swaps x tiles randomly picked in range 3 with everything on them with tiles at the target location.

edge2054
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Re: Some consolidated chronomancy ideas.

#4 Post by edge2054 »

Aquillion wrote:Thoughts about Temporal Warden unlockable trees:

They have lot of options already, granted. But one thing I'd like to see for them is a tree that rewards them for teleporting a lot -- it feels like they should be able to get more benefit from warping in behind someone.

By 'teleport' here I mean any skill that moves you instantly from one point to another -- swap, temporal wake, etc. Their portal skill would only count when you step through it on the turn you created it, since the idea here is 'surprise' -- that'd keep you from getting the benefits of these skills by stepping back and forth through it repeatedly.

Something like, say:

A skill that gives you a bonus to your critical chance (and maybe multiplier) on the turn after you teleport.

A skill that gives you a bonus to your defense on the turn after you teleport.

A skill that raises your global speed for a brief while after you teleport...?

A skill that gets a free attack against all adjacent enemies after any teleport? (Problem: That might tie it too much into melee.) Or, perhaps, does a burst of temporal damage?

eronarn
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Re: Some consolidated chronomancy ideas.

#5 Post by eronarn »

I'd like to see two TW unlock trees:

1) A Temporal Archery unlock, gained by defeating Epoch.

2) Something like the above post, gained by teleporting a certain number of squares (across all characters, like the fire/ice unlocks).

For 2), here's a proposal:

Code: Select all

Transience
[i]Dance like a butterfly across the chaos of battle.[/i]

Blink of an Eye
Decrease the speed to use your short-range teleports by 10% per talent level.

Surging Wake
Increase the damage and stun duration of Temporal Wake.

Dimensional Turbulence
Give Dimensional Step and Swap a 20% per talent level chance of causing damage (but not stun) as per Temporal Wake.

Uncertainty Principle
Reduce the failure rate by 20% (but not anomaly/backfire) for your short-range teleports.

Sradac
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Re: Some consolidated chronomancy ideas.

#6 Post by Sradac »

Void Slayer / Void Destroyer / Void Knight / Void

something.


So you already have your mage, your archer / melee

hybrid, and now a summoner / slinger hybrid.

I think a melee / mage is next in line.


This is the Void Slayer / Void Knight / Possibly a

better name but just as thematic.


The paradox mage is all about weaving and unweaving

space, time, and matter in as controlled a manner as possible.


The Warden is all about preserving and protecting time

and space.


And your summoner looks like its about creating rifts in

space/time to call creatures to aid them.


The Void Knight is about taking full advantage of space

time, caring less about preserving it and more about

using it. They are well aware of the havoc they can

wreak in such behavior, and they are not the wreckless

brutes some would first take them for.


Instead these are some of the most tactical and

calculating souls you will ever meet. They relish in

the possibility of an anomoly and have learned to

protect themselves from some sideeffects, and the most

experienced ones have even learned ways to skew the

possibilites in their favor.

Basically, they know the abilities they learned are

GOING to cause anamolies, so why not prepare for it by

protecting themselves somewhat and embrace the havoc?

Im not going to put the already existing talent trees in

im just going to focus on new ideas, 3 new trees.


Chronomancy/Fabric Manipulation.

This tree specializes in manipulating the very fabric of

space around them.

1) Fabric Slash / Cut the Threads / Slash the Fabric
type: activation
usage: 1 turn
travel speed: instant
Duration: 2 / 4 / 6 /8 / 10
Cooldown: 25 turns
Slash the very fabric of space in front of you, creating

a temporal wake in a cone in front of you. The cone

lasts for X turns and will do X (Im not good at

calculating damage) damage a turn to each creature that

remains inside with a chance of stunning.

This technique has a moderate paradox cost and moderate

chance to cause an anamoly with every use.

2) Fabric Stitching (Maybe a better name)
type: activation
usage: 1 turn
travel speed: instant
Range: self
duration: 2/3/4/5/6 turns
Cooldown: 30 turns
Pull threads of the space fabric from around you and use

them to slowly stitch together your wounds by

compressing the space surrounding them, forcing them

shut. Causes healing per turn and 3/6/9/12/15% temporal

resistance each turn as well.

this technique has a moderate paradox cost and a small

chance to cause an anamoly with every use.


3) Void Embrace
type: sustain
usage: instant
range: self
cooldown: 35 turns.

You have become accustomed to the chill of the void of

space from so much work being exposed to it. While

sustained, you have 2/4/6/8/10 % cold and temporal

resistance.

At level 5 you have been in touch with the fabric of

space so much you are constantly slightly out of touch

with the rest of space around you, granting 5% (maybe

higher) evasion.


4) Unravel
type: activation
travel speed: instant
Range: melee
duration: 5/10/15/20/25 turns
Cooldown: 30 turns
Begin to slowly unravel the very fabric of space an

enemy occupies with the ultimate goal of banishing them

to the Void.
Causes slowly stacking temporal damage per turn (I.E.

first turn 2 temporal damge, then 4, then 8, 16, etc

etc.) while the creature is slowly ripped into the Void

of Space. If an enemy is reduced to 10% health or lower

by THIS SPELL (NOT just while under the effects of this

spell, it must be the spell itself that does it) a rift

to the void is opened, the enemy is sucked into the void

(instant kill) and in its place a void elemental comes

for 2/3/4/5/6 turns and is hostile to ALL and will

attack the closest actor. Elites must be reduced to 5%

health for this effect, bosses can not be ripped to the

void because of their sheer force of will to continue to

exist in the space they are in.

This has a massive paradox cost attached to it.

Chronomancy/ Time Management
They say time has no master, and answers to no one. They obviously have not met you!


1) Time is on MY Side
type: activation
usage: 1 turn
travel speed: instant
range: melee
cooldown: 8 turns.

Time is on your side, one way or another. And you cant have just anything occupying your time whenever it wants. Strike an enemy for 150/160/170/185/200% melee damage and removes it from time for 2/3/5/6/8 turns. When the enemy returns they are shocked by your sheer force of will over time they receive temporal damage equal to 30%/60%/90%/120%/150% of your melee damage.

2) Make time for the little things
type: activation
usage: 1 turn
travle speed: instant
range: self
cooldown: 60/55/50/45/40 turns


You like to make time for the little things in life. Or the not-so little things. Or pretty much whatever you want. The next 1/1/2/2/3 actions that are not instant become instant abilities. This ability lasts until all charges are used, and the cooldown does not start until all charges are used.

3) I'll be there before I get there

type: activation
usage: instant
Duration: 2/3/5/6/8 turns
Cooldown: 65 turns

You arent kidding when you tell people time is no matter to you. You somehow manage to get to places before you even LEFT.

Removes yourself from the flow of time. For the duration of this ability you may take as many actions as the duration allows. Once it wears off, time catches up with you. A clone of yourself is left where you were before for however many turns your spent outside of time. The copy will take no actions but chances are good enemies wont even realize you are somewhere else until you "get there" and the copy vanishes.

Enemies that are within melee range of your copy will not take any action other than attacking it unless you draw their attention. All enemies outside the copies melee range were not entirely focused on it and notice your ruse and will target you as normal.

this ability has a large paradox cost and a moderate chance to cause an anamoly

4) Hourglass Master / Own the Hourglass

type: sustain
usage: 1 turn
Cooldown: 50 turns

Lets face it. Unless you are make time your slave, unless you can somehow manage to put it in its place, time will always be your master. And all this messing with time cant be good if you dont own it.

While this is sustained, your global speed is increased by 2/4/6/8/10% and decreases the cooldown of all your abilities by 3/6/9/12/15% (these 2 sets of numbers may be a bit low) and all enemies who harm you will have their global speed reduced by 2/5/9/14/20% for 4 turns.

This sustain will increase your paradox each turn you sustain it. If you cause an anamoly while this is running time will "put you in your place" and show you no one is truly the master of it. The anamoly has a higher chance to be a "bad" effect than normal.


Chronomancy/Anamolic Preparations (Locked)
Prepare for the worst. You are well aware all this muddling with the fabric of space / time is going to be a bumpy ride, better get yourself strapped in.

1) Brace for Impact
type: activation
usage: 1 turn
duration: 4/4/4/5/6 turns
cooldown: 20 turns

You brace yourself for the impending temporal impact you know you are about to cause, but that dosent mean you will hold your punches!
Strike an enemy for 80/90/110/120/130% melee damage as temporal damage in a massive temporal slam and knocks back the enemy. For the duration of this ability your temporal resistance is increased by 20%, you gain resist all 10% and your temporal resistance cap is raised by 10%. After the duration these numbers return to normal.

This ability has a moderate paradox cost and a massive chance to cause an anamoly.

2) Temporal Vestments
type: sustain
usage: instant
cooldown: 30 turns

All of these anamolies are starting to hurt, there's got to be a better way to take these blows. And you think you are on the right track to controlling them but just in case, you better suit up. Surround yourself with a glowing vestment of temporal energy. This suit Increases your resistance to temporal damage by 2% per rank, does X damage per rank temporal damage to enemies striking you, and increases stun and pin immunity by 3% per rank.


3) Void Blade
type: sustain
usage: 1 turn
cooldown: 30 turns

Surround your weapon with a compressed pocket of the void, causing X (A suitably large amount of temporal damage because of the rest of the effects of this ability) temporal damage with each strike and increasing paradox per hit. Anamolies caused by swinging this weapon have a high chance for you to lose control of the void surrounding your weapon cause it to detach. The sustain will end and it will open a rift to the void lasting 3/4/5/6/8 turns. Each turn 1 temporal or void elemental will come through the rift and attack whatever actor is closest to it.

There is a small chance the elementals will be friendly 3/6/9/12/15% per level to you and assist you in taking down your foes for allowing them to explore a new area, however that dosent mean the gratitude will last! Once all other hostiles in the area are gone they will turn on you. The elementals will not attack each other.

The elementals last for 2/3/5/7/9 turns from the time they enter our space.

4) The multiverse is mine ( maybe a better name...)

type: activation
usage: 1 turn
duration: 20/22/24/25/30 turns
cooldown: 100 turns

This is it. You figured it out. You found a way to skew the very anamolies you cause in your favor! Elementals created by anamolies have a 10/20/30/40/50% higher chance than before to be friendly to you. All other anamolies are biased towards "good" ones that do not directly harm you, though temporal storms are still just as common. Reduces the chance your abilities backfire by 4/8/12/16/20% per talent level.



All in all it could be fun. Im sure some abilities could be balanced and tweaked, but I love the concept of the Void Slayer!

edge2054
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Re: Some consolidated chronomancy ideas.

#7 Post by edge2054 »

Tasseographer's Time Bandits thread. http://forums.te4.org/viewtopic.php?f=39&t=28545

Chronomancy: Affronts to Spacetime
Affronts to Spacetime scale with Cunning.

//Time Hopping
Sustain – 50/75/100/125/150/175/200 Paradox
Every time you step, there is a 5/10/15/20/25/30/35% chance that you will teleport an additional tile in that direction.


//Reality Shield
You tear apart the fabric spacetime itself to protect yourself.
Cooldown: 20 turns
Usage Speed: Instant
You gain a damage shield of X strength that lasts 5 turns, but cause an immediate anomaly.


//Rift to Nowhere
You open a guttering wound in the universe which begins to draw matter into it.
Cooldown 12 Turns
Usage Speed: 1 Turn
Range: 6
Costs Paradox
Creates a radius 1/2/3/3/4/4/5/5 zone that deals X-Y temporal damage, X-Y cold damage and X-Y darkness damage each turn, depending on their distance from the epicenter.
The rift also creates a radius 3/4/5/6/6/7/7 zone that draws creatures towards the center each turn if they fail a physical save.
The rift lasts Z turns.


//Trail of Distortion
You've become so out of synch with the universe that it warps and bends in your presence.
Sustained talent.
Wherever you travel, you leave Distortion fields, clouds of warped temporal energy which may spread to adjacent spaces. Other targets entering the distortion fields may find themselves slowed, stunned, dazed, or time prisoned for a very short duration.
Chronomancy/Futures Investment

//Benefactor (Unranked)
You selflessly/selfishly send an anonymous gift to your past self in another timeline.
Stores an item in its own shop window, with no immediate benefit. It is irretrievable until the game is wiped by It's All On You, Kid.


//Catch the Sale
Time travel makes haggling easy and allows you to check the past and future for the rise and fall of demand. You get better deals in stores.
Passive
You receive an X% discount on goods sold in shops, and get +X% more money for goods sold to shops.



//Borrow Energy
Cooldown: 50 turns
You swap your magic items with instances of themselves at different points on the timeline, when they are better charged.
Restores 100 energy to X magic items the character is carrying. Cooldown decreases with talent points.




//Temporal Shell Game
You look for a point along an item's history where it was in better condition than it presently is. But beware, this is delicate work, and may botch the transaction. Artifacts have too strong an aura of fate to be affected by this.
A percent chance, improving with talent levels, that any given item will:
-Improve its power, accuracy, attack speed, armor, defense or fatigue slightly.
-Gain a new ego.
-Decline in power, accuracy, attack speed, armor, defense, or fatigue moderately.
-Lose one of its egos, if any.
-Disintegrate.
-Be replaced by a useless rubber chicken.
Obviously, the total chance of something good happening should never exceed the chance of something bad happening; it should never be statistically beneficial to continue to use this on an item ad-infinitum.

//It's All On You, Kid
Single-Use
You've had it. You've made too many mistakes. It's all become so complicated! If only you could go back to where it all started, with what you know now... better go educate some poor sap kid before he makes the same mistakes you did.
This talent wipes the entire game session, as if birthing a new character of the same name, race and class, with the following differences:
-All items stored with Benefactor are added to the character's starting equipment. It is possible to build up an impressive collection of potions and artifacts by repeatedly shunting them sideways along timelines.
-The previous character is stored as a unique NPC for later. They may show up randomly in any zone as a temporary ally.
-The character's minimum paradox increases by 25.
-A unique dialogue explains that you were just about to begin your adventure a man claiming to be your future self appeared, hastily gave you a series of warning and a bag full of magical trinkets, wished you luck and ran off.

Additionally, the following effects occur depending on the rank of It's All On You, Kid when used:
Rank 2: The new character retains 100% of the original's gold.
Rank 3: The new character gains a note with a number of half-applicable warnings about the future scribbled on it. This is a weightless plot item, the Warning Note, which grants a small bonus to the character's saves and immunities.
Rank 4: The benefactor gives the new character a fast training session, granting the new character 1 category point, 1 general talent point, and 1 class talent point.
Rank 5: The Warning Note contains comprehensive information on the weaknesses of future foes, granting a small percentage to all damage resistance penetration.
Rank 6: The previous character redirects his future potential into the next one, granting a single extra life.

edge2054
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Re: Some consolidated chronomancy ideas.

#8 Post by edge2054 »

Also some nice ideas eronarn and sradac.

I plan to do a 2handed/melee hybrid at some point. Some of the void knight ideas sound interesting. Also I'll probably do an anomalies tree for people that want to play a more reckless Paradox Mage. Some of the Anomalic Preperations ideas look like they could be good for that.

Aquillion
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Re: Some consolidated chronomancy ideas.

#9 Post by Aquillion »

If you do give the TW a ranged tree, please don't make it specific to bows unless you feel you absolutely have to. It's better to leave options open. Obviously, bows fit a TW's stats better (they can get Will to Str, but can't get Will to Cunning), but there's no reason to lock off the option of sling-TWs.

Anyway, some other temporal talent ideas:


An activated talent that attempts to foist some of your Paradox off on someone else, making them suffer the consequences instead of you. Reduces your Paradox and inflicts an enemy with a debuff that causes random anomaly / backfire effects for a while; if they have a paradox meter, it also directly adds the paradox you lost to theirs. Paradox reduction and debuff length scale with talent level, stat, and paradox.
EDIT: Ha! I didn't notice someone had suggested this previously! The really weird thing was that I was going to suggest 'Temporal Shell Games' as a name for it, too!


An activated talent that lets you exchange a non-artifact item for an alternate version of itself from a different timeline -- re-generating an item while keeping some of its stats. The new version of the item can't be exchanged again; you only get one reroll per item. There is a chance that the new item will be of lower quality (material or color or price or whatever); this chance decreases based on talent level and stat, and the overall quality of the exchanged item you get raises.
(Perhaps this would be a better talent to name Temporal Shell Game. Or Time-Bending Exchange.)


An instant-activation sustain that ensures that your Paradox talents will never fail or backfire regardless of your Paradox. The catch is that whenever one of them would have failed, you have a chance (based on talent level and stat) for the sustain to deactivate catastrophically, dropping a huge amount of extra paradox on you and an inescapable debuff that causes regular anomaly effects for a while. Note, however, that the talent only explodes on you after you've successfully finished activating the talent that made it blow up -- you're guaranteed at least one successful activation of a subsequent talent if you can get the sustain itself up, which is what makes it useful. If you're daring (and can last long enough for its cooldown to reset) you can activate the sustain again, but you have to be able to activate it successfully...
(Seize the Threads?)

An activated talent that shows a monster a vision of its own doom, affecting it with very brief stun, fear, or confusion (chance based on talent level). But that's not the worst part -- whether or not that succeeds, it also affects them with an inescapable 'impending doom' debuff for a certain lengthy number of turns (fewer with higher talent level.) This debuff makes you always visible to the person who placed it, but that's not the main part. More importantly, on the turn after it runs out, it's replaced with a one-turn 'certain doom' debuff that drastically lowers all their resistances and armor, and makes all attacks on them 100% accuracy with guaranteed criticals, or something along those lines. This could be particularly useful to Temporal Wardens and other hit-and-run burst-damage types.
(Inescapable Doom Revelation? Absolute Death Prophecy?)


An instant activated talent which takes you (and only you) to a mini-realm similar to the Fearscape -- a pocket of space outside of time -- for a duration based on talent level, where you can buff, heal, recover, whatever. When the duration runs out, you're returned to the exact instant you left, with no time having passed at all.
(Stepping Outside Existence? World Outside of Time? Escape Beyond Time?)


A talent that summons a creature's past self -- a clone which is like its current self, but weaker. Unlike the temporal clone talent, the past self is friendly to them, but any damage it takes is duplicated in the original, and if the past self dies, the current version might be killed instantly, too -- if it doesn't (because it's immune to instant death or something), it takes substantial additional damage. The real idea here, of course, is that you summon the duplicate in order to make the victim take double damage from your AOE effects, or to use other talents to isolate the duplicate from the original and then beat up on their past self to kill their present self. The higher your talent level / stat / paradox is, the further back you reach, and, therefore, the weaker the duplicate you summon is. If you cast this on a friendly, the scaling is reversed, producing a stronger duplicate when your capabilities are higher.


An instant-activation talent that acts similar to a movement infusion, but which teleports you back to the location where you used it after it expires (whether it expired based on duration or due to you taking an action.) Basically (conceptually) you take your action or cast your temporal 'shadow' forward in time to take an action for you, then step back in time, but cheat to leave the effects of whatever you did in place. A Temporal Warden, say, could use it to dash around a corner towards an enemy, flurry them, then instantly escape back to safety.
(Temporal Shadow?)

jotwebe
Uruivellas
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Re: Some consolidated chronomancy ideas.

#10 Post by jotwebe »

I've been thinking about a melee paradox class - I'd think a knightly order that tries to reverse a catastrophic event in history (the cataclysm?) would be cool, since we already have the irresponsible/selfish ones with the Paradox Mages and possibly the Rift Runners. Of course, their agenda would set them at odds with the Wardens and any free agents that do not want the world to be destroyed (to make a better one).

Name ideas: Apocalyptic Knight (I'll go with this one for now), Knight of the Eschaton, Phoenix Knight, Redemptionist

They could be searching for a macguffin (an object, place, or person - gasp! the player?) that allows access to the right time for undoing whatever they'd want to undo. Stylewise, they could see the space-time continuum wore in terms of fate and history than the mage's probability and sciency stuff.
Aquillon wrote:An activated talent that shows a monster a vision of its own doom, affecting it with very brief stun, fear, or confusion (chance based on talent level). But that's not the worst part


This would fit the Apocalyptic Knights quite well. Revelation of Doom? Also, in the same tree could go a talent that does the reverse: a "My time has not yet come!" thing. Makes invulnerable for a certain time, chance for nasty debuffs however - the user realizes that his time actually does have come.
Aquillion wrote:An instant activated talent which takes you (and only you) to a mini-realm similar to the Fearscape -- a pocket of space outside of time -- for a duration based on talent level, where you can buff, heal, recover, whatever.
Again a similar yet different application: target an enemy, and you go back in time to a moment where he is alone and vulnerable, and get a Fearspace like thingy where you can fight him one on one. TL would increase duration, and the victim could get a temporary health reduction/general debuff based on TL. Non-elites it could simply snuff out of existence, with the rationale that the fight was so easy. Temporal Ambuscade? Nip in the Bud? Catch Them Early?
Ghoul never existed, this never happened!

edge2054
Retired Ninja
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Re: Some consolidated chronomancy ideas.

#11 Post by edge2054 »

A couple of random ideas before I forget.

Make Gather the Threads give bonus spellpower (but break early when casting sustains to prevent abuse)

Move Static History to the Time Travel tree and remove Door to the Past

Come up with a good talent for the chronomancy tree (Moment of Prescience maybe? Kinda boring but a short term buff to combat stats on an instant use spell)

Examine Foresight and see if there's a funner way of doing it.

Rework Borrowed Time into an effect that increases attack and casting speed by 50% for 1 turn per talent level. When the effect wears off the caster will be slowed (50%) for 1 turn + 1 turn per two talent levels. Lower the cooldown maybe.

Remove the spell speed bonus from Haste and replace with an after images effect on move.

edge2054
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Re: Some consolidated chronomancy ideas.

#12 Post by edge2054 »

Goofing around with a new effect for Haste.

This is not a bug ;) (though it does have some kinks to iron out) That's my paradox clone and me both moving around with Haste active, creating after images as we move.
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Grey
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Re: Some consolidated chronomancy ideas.

#13 Post by Grey »

Enemies that use this are going to look scary as hell (though the tooltip will make it obvious what's real).
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edge2054
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Re: Some consolidated chronomancy ideas.

#14 Post by edge2054 »

I changed it to a more obvious image (because it was super messy cloning modifiable tiles :( )

Sirioh
Cornac
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Re: Some consolidated chronomancy ideas.

#15 Post by Sirioh »

I don't suppose Damage Smear's Smear DoT is subject to Displace Damage? I mentioned it in chat tonight; it seemed like a nice way to add some synergy between the two talents (if such a thing is even preferable). Mostly just a neat trick, since Displace Damage is hardly OP on its own in terms of mitigating damage. Combining the two results in a benefit that's more than the mere sum of the parts, but you're still taking the balance of damage yourself.

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