back after a while gone - reactions

Everything about ToME 4.x.x. No spoilers, please

Moderator: Moderator

Post Reply
Message
Author
Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

back after a while gone - reactions

#1 Post by Sirrocco »

So, as noted in one of my other recent threads, I've just come back after being away for a while. I don't actually recall what my last functioning version was. (B37, maybe?) and I didn't actually play that one all that much. So, reactions to the changes I've encountered.

- Mindstars are awesome and I love them. They've actually inspired me to run a yeek mindslayer designed to run dual mindstar/gem or triple mindstar (depending on available gems and mindstars). I keep coming up with wacky ideas of how to build characters that will wield them (is it even remotely plausible to create a dual-mindstar yeek Cursed? Does that make any sense at all as a concept?)

- On that note, I'm a bit sad to see the gloom damage go, but in general I'm liking how the Cursed is turning out. I was glad to see the cursed item dependencies in other trees go. I was glad to see the "overcoming your curse" skills replaced. Rampage looks like it got nerfed hard, but I never really used that tree anyway. The class is cleaner and more coherent now. I'm a little concerned that they might not field enough damage without the gloom boosts (in particular worth noting that they now have no will-based damage sources at all - at least that I could see), but given that I generally play dwarven cursed, I haven't really had the opportunity to see for myself.

- The change to how ingredients work: Thank you. Makes the beginning-game planning so much easier for us obsessive types. At some point, it might be nice to come up with some sort of an explanation as to how our characters know the proper collection and storage processes for alchemical supplies, but that can honestly wait. That feels like the same priority as making the recall and identify processes make more sense (not high)

- I hear that the adventurer groups are a bit more manageable now, and I'm looking forward to trying that out. Might put together a shadowblade for the purpose.

- Fungus tree: Interesting. Still seems to need another few tweaks, but I like the concept, and it's actually making my wyrmic characters sweat about their generics a bit. That's nice.

- change to wands: Awesome. I've been waiting for this change a while, and I'm glad it finally went through.

- Antimagic: Heard good things, hope to try it out, haven't gotten anyone quite that far yet.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: back after a while gone - reactions

#2 Post by Sirrocco »

Further note:

Adventurer groups: Perfect. They're easy to evade if you want to evade them, they're not instadeath in the same way (at least not for some builds), and they drop piles and piles of potentially useful loot. I was originally going to say they were underpowered for the payoff, after slaughtering my way through about six of them, and then the seventh one happened to have a couple of classes that I was weak to and I died like a chump, having picked up some decent loot and maybe half a level in exchange for my life. They are delicious, delicious traps, and I'm a total fan of them.

Post Reply