New Training Masters

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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hamrkveldulfr
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New Training Masters

#1 Post by hamrkveldulfr »

While Playing mindslayer, investing heavily in the finer energy manipulations tree, it struck me as absurd that warriors, arcane blades, cursed and the like cannot even get lucky and use this. I propose that either the escort quests get some new escorts, or even better, trainers in the various towns that can teach skills for a hefty price... or maybe some high class items.
It could also be a nice reward for taking out special, overpowered foes, like the naga i found running around the old forest.
Finer energy manipulations, trapping, pathetic figure, dual weapons, unarmed training, these all seem like they could help other classes.
So what does everyone think?

Goblinz
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Re: New Training Masters

#2 Post by Goblinz »

Well I do think that it would be fun to learn new trees at varius places would be cool it would be a pain for balancing. For exsample having quantum feed on a mage would be devastating. Also some classes would lose unquiness. At the moment Traps and poison are the only things stopping rogues from being elclipsed by Shadowblades. If they can get traps then they might as well be the same class. I think learning stand alone talents might be interesting. for exsample one could learn 1 or 2 points in steady shot would be interseting. Maybe even make a bunch of new stand alone talents like a disease strike or a throw weapon talent. They should be either very hard to get OR weaker than item activations.
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Grey
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Re: New Training Masters

#3 Post by Grey »

I'd prefer if it were through escorts - less planning of cheesy builds.
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edge2054
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Re: New Training Masters

#4 Post by edge2054 »

When I build classes I contemplate what effect generic trees could have on other classes. When I make class trees I don't worry about it. In other words class trees should stay class specific. As Goblinz pointed out giving a mage quantum feed would be game breaking.

tiger_eye
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Re: New Training Masters

#5 Post by tiger_eye »

I should point out that the game already has this to some extent: items can let you use specific talents. Plus, there are also a couple of books around that you can learn some talents from...
Goblinz wrote:Well I do think that it would be fun to learn new trees at varius places would be cool
A dozen or so talent trees can currently be learned through various means (if my count is correct), so adding a couple more reasonable ones probably isn't outside the realm of possibility.
Goblinz wrote:it would be a pain for balancing
So true! There are nearly 700 talents now, so the potential for unintended lethal combinations can be high.
Goblinz wrote:at the moment Traps and poison are the only things stopping rogues from being elclipsed by Shadowblades
Not true! Rogues are better at rogue things than shadowblades. My rogue winner didn't invest in traps, and didn't have access to the poison tree.

Okay, so here's my brainstorming idea for this thread: perhaps there could be a way to substitute a weapon-style tree. For example, if a character has "technique/2hweapon-offense", "technique/shield-offense", "technique/dualweapon-training", and maybe "technique/unarmed-discipline", then it could substitute the tree it already has with one of the other trees.

Miruko
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Re: New Training Masters

#6 Post by Miruko »

tiger_eye wrote:Not true! Rogues are better at rogue things than shadowblades.
"rogues do it from behind" XD

btw, having some new trees to learn will make players spread their points, letting every skill being less effective, and maybe wating stat points (ie. a berserker who learn divine tree should have to raise magic to have a good heal or barrier, sacrificing STR and CON)

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