Tales of Maj'Eyal 1.5 Beta!

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

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Relic
Halfling
Posts: 114
Joined: Mon Dec 13, 2004 4:48 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#286 Post by Relic »

Not sure how this one is supposed to work, but using tinkers (maybe all the races for that addon) in the arena allows the APE to be there and active so you can get gold and auto pick up items. If you play without a tinker type no transmog chest and no auto pick up.

echo42
Cornac
Posts: 43
Joined: Wed Sep 16, 2015 12:56 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#287 Post by echo42 »

insaneauthur wrote:The possessor's skill "assume form" does not CD when u in a body and be killed. it just give u a debuff and u can instantly get into another body.is it a bug or not?
I'm hoping this is a feature. It makes for some pretty fun panic situations where you frantically burn through body after body in an attempt to defeat/escape from whatever killed the last one, all while dealing with possessor shock and the solipsism speed debuff, then figuring out how to progress with an empty body bank. I don't think it would be quite as fun if you had to resign yourself to death in those situations.

random_pal
Wayist
Posts: 28
Joined: Sat Dec 24, 2016 9:18 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#288 Post by random_pal »

Hello, I played both new Rogue and Marauder up to lvl 50. The new rogue is amazing but marauder is a bit weird.

Debuffing and negating damage does nothing for a class with unstoppable. You just waste turns debuffing enemies which is not what you need.
The new DF tree is ok but no momentum is quite big.

If possible, I would just differentiate the two classes by giving marauder the old dual weapons tree and the old total thuggery.

Momentum was a bit out of place for a rogue because they lacked combat veteran and conditioning, but the new duelist is bad on marauder because they lost momentum so, why not giving every class the tree with the best synergy?

I'm just saying this because after playing a lot of the old marauder it felt like one of the best designed classes in tome (I've got 1k hors of total playtime so I've tried many of them :D).

I don't know if this was intended but the way the class plays is now much different. The old marauder was a glass cannon that had to kill everything before unstoppable was on and if you failed, you were out of stamina and defenseless. The new one has 0 stamina problem, less DPT and more damage mitigation so you're more like a tank with a 7 turns invulnerability skill.
For example, I would take elemental harmony on the old marauder to increase my chances to kill during unstoppable but with the new one I would go for tinkers to increase my durability since I can last a lot even without unstoppable.
It's not that the new marauder is weaker, it's just less unique and the class design is not as clear as it was before.

Just my two cents, cheers!

ster
Spiderkin
Posts: 492
Joined: Tue Dec 13, 2016 7:05 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#289 Post by ster »

Didn't total thuggery get most of momentum's attack speed?
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered

Mordy
Archmage
Posts: 300
Joined: Tue Feb 10, 2015 1:41 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#290 Post by Mordy »

ster wrote:Didn't total thuggery get most of momentum's attack speed?
I don't think that change was released yet?

random_pal
Wayist
Posts: 28
Joined: Sat Dec 24, 2016 9:18 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#291 Post by random_pal »

ster wrote:Didn't total thuggery get most of momentum's attack speed?
It's 23%, against 49% of momentum.

You have to bring mayhem at full speed while unstoppable is on, not blinding, confusing, stunning, switching places, parrying, disarming etc...but the new marauder forces you to play it a bit like rogue, and for that there's already rogue.

(Oh, BTW, this is OT but I once said in the chat that marauder didn't feel like a tier A class. Two insane wins later, I must take it back. You can kill Athamaton twice during a single unstoppable so....).
Last edited by random_pal on Thu Feb 16, 2017 3:40 pm, edited 2 times in total.

ster
Spiderkin
Posts: 492
Joined: Tue Dec 13, 2016 7:05 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#292 Post by ster »

Mex will keep marauder in tier A as long as unstoppable still exists


e: wow the attack speed on thuggery is bad, buff it some more lol
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered

random_pal
Wayist
Posts: 28
Joined: Sat Dec 24, 2016 9:18 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#293 Post by random_pal »

ster wrote:Mex will keep marauder in tier A as long as unstoppable still exists


e: wow the attack speed on thuggery is bad, buff it some more lol
It could at least get some scaling like the crit chance and phys penetration do. Getting around 35-40 at 100sh strength/dex would be nice.

Kamani
Archmage
Posts: 371
Joined: Tue Sep 20, 2016 1:28 am
Location: Var'Eyal, in Wovenhome

Re: Tales of Maj'Eyal 1.5 Beta!

#294 Post by Kamani »

You can no longer access the items vault anywhere in the Infinite Dungeon. I don't know if this is accidental or not, but it is really annoying.
Pronouns: They/Them

Relic
Halfling
Posts: 114
Joined: Mon Dec 13, 2004 4:48 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#295 Post by Relic »

Old Forest + Rain = near pitch black level yet. Is there some tweak that can be used for these types of levels so you can actually see the screen decently?

darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Tales of Maj'Eyal 1.5 Beta!

#296 Post by darkgod »

Relic wrote:Old Forest + Rain = near pitch black level yet. Is there some tweak that can be used for these types of levels so you can actually see the screen decently?
Hum what are your video settings? (shaders, fbo, gamma, ...)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Arakes
Wayist
Posts: 24
Joined: Tue Feb 23, 2016 8:28 am

Re: Tales of Maj'Eyal 1.5 Beta!

#297 Post by Arakes »

Playing a Yeek Possessor in Beta5 right now. The auto-explore feature stopped working for me in the Trollmire - my character just rests forever (the last things I did before it stopped working was a) saving an escort and getting Nature's touch as a reward and b) killing Shax and unlocking the Body Snatcher category afterwards).
Also, the talent descriptions for the Possessor could use some editing because as they are now, it's really hard to figure out the mechanics of the class. Example: based on the talent description of Self Persistence and Improved Form, I figure that my stats in possessed form will be x% of my character's stats (from Self Persistence) + y% of the possessed monster's stats (from Improved Form), but I have no idea what my stats would be before I have both skills or when I have just talent levels in Self Persistence but not in Improved Form yet. The talent description of Sadist is misleading because it doesn't tell you that you have to damage enemies before it applies (I also assume that there is some kind of limit to the amount of stacks you can get because damaging, say, a dozen enemies with an AoE talent and then getting +96 raw mindpower for one talent level in sadism would be ridiculous, but if that is indeed so, the talent description doesn't say.) And the talent description of Psionic Duplication says you only get a third of the uses for Boss rank creatures but it seems that this also applies to ranks below boss (everything higher than normal I think).
I haven't played much yet but I really like the Possessor class so far! It's a lot of fun to think about which bodies to snatch / keep in reserve and when to best switch forms.

Two other minor issues:
- The Stone Warden class does not appear among the Wilders.
- When I start the game, it connects to my online profile, but when I load a save, it disables my online profile due to an invalid hash in the Possessor add-on.
Last edited by Arakes on Fri Feb 17, 2017 11:50 pm, edited 1 time in total.

Sheila
Magical Girl
Posts: 431
Joined: Wed Aug 27, 2014 11:36 am

Re: Tales of Maj'Eyal 1.5 Beta!

#298 Post by Sheila »

Arakes wrote: Two other minor issues:
- The Stone Warden class does not appear among the Wilders.
- When I start the game, it connects to my online profile, but when I load a save, it disables my online profile due to an invalid hash in the Possessor add-on.
1) Are you playing Dwarf? SW is a dwarf-only Wilder.
2) That's normal, since it's a beta, the game won't be validated.
"As dying is one of the leading causes of death, you should avoid dying." -rekenner

"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin

Arakes
Wayist
Posts: 24
Joined: Tue Feb 23, 2016 8:28 am

Re: Tales of Maj'Eyal 1.5 Beta!

#299 Post by Arakes »

Sheila wrote: 1) Are you playing Dwarf? SW is a dwarf-only Wilder.
My bad, was a long time ago that I played a Stone Warden and I completely forgot that it was dwarf-only.

darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Tales of Maj'Eyal 1.5 Beta!

#300 Post by darkgod »

[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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