Anorithil tweaks

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Grey
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Re: Anorithil tweaks

#31 Post by Grey »

ohioastro wrote: This is far too many changes at once, almost all of them weakening the class. Come on. This is currently a fun control class; what is the justification for weakening it? Properly played, jumpgate isn't something that gets a lot of use. Sun Flare is important in class development (a decent panic button ability.)
I think they have plenty of better panic buttons abilities - Jumpgate for a start, and Twilight Surge does way more damage. Sun Flare does trivialise several high level enemies though - ones that are immune to stunning and other disabling tactics. Even several key bosses are fairly easily blinded. That's why I suggested pushing it up - it seems like a higher level ability to me. I personally don't like using it on weaker enemies, because it makes their movement less predictable.

And I must strongly object to the idea that I'm trying to weaken the class. Anorithils are one of my favourite classes, and the one I've been most successful with. I love how they play, which is why I've made many suggestions for improving them and giving them new abilities in the past. Most of what I've suggested here are very minor tweaks, mostly based on balancing talents within trees rather than trying to affect how the class feels in any way.
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Frumple
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Re: Anorithil tweaks

#32 Post by Frumple »

Keying in on the sunflare thing, I'd suggest it not getting changed and sunburst getting a boost instead. Personal idea would be an AoE Searing Light effect.

As for why, the light tree is shared with sun paladins, for whom that blind is one of their few control abilities (alongside shield pummel). Considering that sunburst and firebeam are, honestly, pretty crappy, popping sunflare up to forth tier would be a notable knock to poor sunpas.

HenWen
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Re: Anorithil tweaks

#33 Post by HenWen »

One note about hymn of perseverance - I think it is so strong because it provides a bridge between when stun resist becomes *necessary* and when you can actually get items to provide the stun resist you need. A late game character has many more options - make bloodstone rings, 30% plus stun resist from items of stabilization, etc.

I don't know how many of you have played around with hymn of moonlight, but - especially combined with corona - it is *very* effective. For example, my anorthil could finish off all the lesser demons on the Limnir the Jeweler quest without taking any actions.

Actually, since hymn of moonlight does damage even when you are stunned it is a viable alternative to stun resist except against bosses. Usually, against regular enemies, if I got stunned but had decent levels of negative energy, I would kill them before they would kill me.

I found the class fun to play, and I liked the positive/ negative energy mechanic. I would agree with changing the light tree, although I am not sure how this would affect sun paladins. Sunflare is uber, sunburst is purely subpar.

Compared to archmages and alchemists, Anorthil have few long range damage abilities. Having another player based AoE is kinda underwhelming - Anorthil have sunflare, twilight burst, sunburst, the circles, and the glyphs. I would love to see sunburst replaced with a longer range ability of some sort, this would convince me to put points into the tree.

It makes sense to have dark abilities generally be higher damage / more offensive. Why not add an ability that heals the player and deals damage as well as the top tier of the light tree?

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Re: Anorithil tweaks

#34 Post by Hedrachi »

*steals Final Master's thread necro abilities*

My 2 cents on Anorithil: They're very, very easy to play once you get big: 3 AoE crowd control abilities, a small sustain power that damages when you get a critical spell hit, shield spell, repeat-wild-infusion/regen spell, very easy to get resistances up to something decent. Not that I'm complaining, but the Anorithil I'm playing now (and unlocked Corruptors with, and bugged Angolwen up with, see bugs forum) is level 24, with 50% spell crit chance, and a Fiery Choker sitting in my inventory waiting for me to raise my dexterity by 2 to be able to wear the Frost Treads to offset the cold vulnerability. Cunning isn't yet maxxed, either. So, few more levels, 60ish% spell crit rate, 10 positive and negative reserved for a sustained spell that'd be firing off more damage like mad. Oh wait, forgot the extra 12% spell crit from tlvl 2-5 of blood red moon. Make that 75ish% spell crit rate. (Staff of Destruction, Fiery Choker, 60 cunning + whatever from gear, 5/5 Magic of the Eternals, 5/5 Blood Red Moon, maybe some ring or gloves or something adding more crit chance). Just seems a bit odd that I'm already at 50% crit chance before hitting level 25, and at level 25 I'd have 58% crit chance just because I dumped two points into dex.

And meh. Firebeam's better than Sunburst, it's a beam spell that hits for over 100 at 5/5 and doesn't do light/darkness damage. With SoD and all that crit gear, I routinely see it doing 190ish damage.
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