Tales of Maj'Eyal 1.5 Beta!

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Mex
Thalore
Posts: 177
Joined: Tue Jul 22, 2014 10:20 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#151 Post by Mex »

darthsawyer wrote:
Mex wrote:Your reasoning for the buff is flawed. You forget that if you don't go stone you can just use this to decrease the stone wall cd only which is really op. You just buffed wildfire more than stone so good job.
In order to reduce stonewall cooldown you need to A: have it on cooldown and B: be getting hit in melee. You do not want to get hit in melee as a wildfire archmage. Furthermore, it only reduces it by 2 once a turn and stonewall has an enormous cooldown. Trash is going to die instantly, so the only time this applies is in boss battles. You are probably dead if you are just letting some boss beat the shit out of you for 14 turns. Secondly, 5 > 1. Indirectly buffing stonewall in an edgecase for wildfire is in no way more significant than buffing the 5 earth and stone spells it affects, which is amplified by Body of Stone. Rather than trying to nerf the worst archmage specialization because it might reduce stonewall cooldown by 2 turns once in a blue moon, consider nerfing the specialization that apparently makes such a minor buff a problem.
No class wants to be hit: taking damage is bad after all. Very often with AM you will let trash stay alive so that you can hit things behind it and not get hit by uniques/bosses. Having stone wall CD 3 times as fast is very significant and is basically like having 2 more stone walls, but I'm sure there's no problem with that!

It is significant because you're trying to buff stone AM but you're just making wildfire AM even more appealing. Being able to reduce just the stone wall CD and have access to the usual fire spells is significantly superior to being able to sometimes cast more already bad spells.

Even if it was an edge case it would apply to both wildfire AM and stone AM equally and in this equal application wildfire AM comes out ahead (arguably even more than before).

There seem to be a lot of changes being suggested by people that don't really understand how the game works and how these play out in practice.
<shesh> cursed is fine

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

Re: Tales of Maj'Eyal 1.5 Beta!

#152 Post by ster »

Also every archmage spec has BiL, Aegis, Disruption Shield and Stone Wall (+Metaflow) anyway and their damage will always suck, so there isn't even that much of a difference between the elements as people seem to think - it still completely wrecks non-madness difficulties
darthsawyer wrote: In order to reduce stonewall cooldown you need to A: have it on cooldown and B: be getting hit in melee. You do not want to get hit in melee as a wildfire archmage. Furthermore, it only reduces it by 2 once a turn and stonewall has an enormous cooldown. Trash is going to die instantly, so the only time this applies is in boss battles. You are probably dead if you are just letting some boss beat the shit out of you for 14 turns. Secondly, 5 > 1. Indirectly buffing stonewall in an edgecase for wildfire is in no way more significant than buffing the 5 earth and stone spells it affects, which is amplified by Body of Stone. Rather than trying to nerf the worst archmage specialization because it might reduce stonewall cooldown by 2 turns once in a blue moon, consider nerfing the specialization that apparently makes such a minor buff a problem.
actually, 1 > 5 since you aren't getting the CD reductions on every talent at once. AM is invincible so it doesn't matter whether you're getting hit in melee, and the real problem with stone is not the CDs on talents but rather that all your talents are really bad at everything (except auger for digging)
Last edited by ster on Sat Feb 04, 2017 12:16 pm, edited 1 time in total.
<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

Mex
Thalore
Posts: 177
Joined: Tue Jul 22, 2014 10:20 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#153 Post by Mex »

When are we going to get drowning removed from the game (and general RNG nerf) and replaced with something more interesting.

I would suggest the following to just kill start scumming once and for all:

- a disembark style start where you can pay gold for certain egos on equipment (or shops that have each ego on items for x price)
- removal of rare/unique/boss citizens/villagers
- shops with no RNG and fixed variety of items
- removal of fixed artifacts in shops
- the ability to buy x amount of fixed artifacts from the merchant for something like 2k

inb4 make an addon.
<shesh> cursed is fine

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

Re: Tales of Maj'Eyal 1.5 Beta!

#154 Post by ster »

Mex wrote:When are we going to get drowning removed from the game (and general RNG nerf) and replaced with something more interesting.

I would suggest the following to just kill start scumming once and for all:

- a disembark style start where you can pay gold for certain egos on equipment (or shops that have each ego on items for x price)
- removal of rare/unique/boss citizens/villagers
- shops with no RNG and fixed variety of items
- removal of fixed artifacts in shops
- the ability to buy x amount of fixed artifacts from the merchant for something like 2k

inb4 make an addon.
at least remove drowning (give it a replacement that works though obv) and make dispersion guarenteed
<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

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Tales of Maj'Eyal 1.5 Beta!

#155 Post by Micbran »

Drowning isn't lore friendly and it should be replaced with something that is.
A little bit of a starters guide written by yours truly here.

voltteccer
Cornac
Posts: 43
Joined: Sat Mar 28, 2015 4:07 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#156 Post by voltteccer »

It just occurred to me that Skirmisher in the current beta is now weaker and more useless than Archers were in 1.4.9

LMAO

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

Re: Tales of Maj'Eyal 1.5 Beta!

#157 Post by ster »

voltteccer wrote:It just occurred to me that Skirmisher in the current beta is now weaker and more useless than Archers were in 1.4.9

LMAO
working as intended, now we have a good reason to remove skirmisher
<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

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#158 Post by Razakai »

lol I don't think anyone even remembered Skirmisher when they changed my mobility tree to need light armor. I gave them new-Scoundrel as a minor buff when I realised that but they do need more.

Regarding Concealment (and Sniper) - yeah, the mini-leaves tide aspect is the big deal. If it does turn out that Agility is way better we can probably up it to 4 duration/25% decay so you can layer it on easier or conversely, nerf the movespeed of Agility.

I think I'm starting to understand your viewpoint. You're actually the first person that's given me any feedback about old-Archer that wasn't 'this is a trash tier class with no redeeming features' so yeah. It still comes down to a bit of personal taste as I hated Skirmisher and love new-Archer so...

We could nerf Sentinel by upping the cooldown to something a bit more reasonable (maybe just double it). You're still going to use it on cooldown, but some talents are good enough that you do basically use them on cooldown so I'm not bothered about that so much. And in return, we can shift some of Archer's power back to the old debuff/AoE:

- Shadow Shot +1 duration
- Scatter Shot +1-2 range and actually deals decent damage
- Pin Down +1 duration? Though this is now 9 CD so maybe not.
- Volley usable without marks but only fires 1 shot, consumes marks to fire a second shot for 50% damage in the aoe (no random chance)
- Called Shots usable without marks but only fires 1 silencing shot, +1 duration, consumes marks to fire 2 secondary shots with the disarm/slow.
- Buff a few of the debuffs in Munitions maybe, the crippling poison cloud is a bit weak now
- Concealment instead gives +% damage on next mark-using shot, allows it to be used without a mark, and can interact with First Blood

So less blowing all your stamina on Sentinel, stronger AoE and better debuffs again. This AoE model should be at least equal to old-Archer between Volley's shorter CD, Fragmentation, Scatter and optionally Munitions. And you retain Archer's old ability to instantly silence stuff at range - or if you're a Sniper, instantly layer 3 debuffs on someone with instant range and travel speed. What do you think?

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

Re: Tales of Maj'Eyal 1.5 Beta!

#159 Post by ster »

so basically if an enemy marks you you have to leave LoS or instant die the next turn?
you can't even remove the status IIRC
<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

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#160 Post by Razakai »

New-archer even warns you of an impending instakill - it's a very polite class.

(non-shitpost answer: it's type other so it doesn't act as yet another trash debuff to stop you cleansing a stun, and Headshot is lethal but not like, Vital Shot tier. It's basically inbetween Bull Shot and old-Steady Shot. 240%-ish damage @6.5 and some bonus acc/apr so still nasty though)

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

Re: Tales of Maj'Eyal 1.5 Beta!

#161 Post by Relic »

Fungal Growth still doesn't work with tinker healing salve. Would guess the arcane talent (arcane shield) that is similar doesn't either.

Tyren
Halfling
Posts: 112
Joined: Sun Mar 04, 2012 2:04 am

Re: Tales of Maj'Eyal 1.5 Beta!

#162 Post by Tyren »

Possibly game-breaking exploit:
Cunning/Artifice: Grappling Hook allows dealing infinite damage through on melee hit damage. A free 0% weapon damage attack occurs when it tries to move the player and fails. The turn doesn't end. The talent doesn't go on cooldown.

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

Re: Tales of Maj'Eyal 1.5 Beta!

#163 Post by Mordy »

On 1.5b3, I killed the Weirdling Beast and the door didn't open. Playing a Solipsist, the only uncommon thing is that I tried to Inner Demons it but I don't think I ever landed the debuff.

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!

#164 Post by Kamani »

The Sand Worm Queen's Summons last forever when you summon them.

Also, I keep ending up wherever I left a floor when I return to it. Frequently, this means I spawn on the downward stairs, or in the middle of nowhere if I rodded out. Or, if I left by Eidolon, I end up in a dangerous battle or place.
Pronouns: They/Them

astreoth
Wyrmic
Posts: 213
Joined: Sat Oct 12, 2013 4:45 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#165 Post by astreoth »

had the same wierdling beast problem as a necromancer killed it and the door was unchanged.

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