lifesteal ego

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

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edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: lifesteal ego

#16 Post by edge2054 »

Miruko wrote:Good analysis, you have really the whole view, maybe i should play deeper before proposing numbers :D
Post away I say :) It's better to speak up when you have an idea then to keep it to yourself (at least in my opinion). Even a bad idea that gets posted can trigger a thought that spawns a hundred good ones but an idea that's forgotten can't do anything. And just because your numbers missed the mark this time it doesn't mean they won't be dead on next time.

For instance, the back and forth discussion in this thread prompted me to post an idea for a small buff to Skullcleaver in the artifacts and ego ideas thread which got added to the SVN and another thought by bricks that Reavers could use some passive life steal which in turn led to my suggestion for buffing Ruin. So some good ideas came out of this thread regardless of the numbers being off ;) And if you would have decided against posting because you didn't have numbers to back them up those ideas never would have made it into the game.

Rectifier
Archmage
Posts: 386
Joined: Mon Aug 29, 2011 8:06 am

Re: lifesteal ego

#17 Post by Rectifier »

The point I made was that a life steal ego could be a set amount of health per hit, or capped health per hit so that it could be easily balanced by tier.

Like:
starting at

10% chance for 2 hp
up to
10% chance for 10 hp

I'm not sure how something like that would be unbalanced.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: lifesteal ego

#18 Post by edge2054 »

edge2054 wrote: There's a reason life steal is so rare in Tome and that's because it's a mechanic that will fundamentally change how the game is played and balanced. I won't say that a cap might not work, something like Rectifier suggested or a fixed amount like Canderel suggested (or I suggested with making the drain life damage type more available). But open ended percentage based life regen is not good.
I was saying that it could work like that Rectifier, if you where referring to my post. Just that an open ended percentage like was initially suggested would be impossible to balance without basically beefing up every end game mob just to deal with melee classes (which in turn would throw off the balance of the entire game).

Chance to gain set amount wouldn't be bad at all really, especially if it was something you couldn't easily stack (like a weapon only ego). Mostly I was arguing Miruko's OP.

Rectifier
Archmage
Posts: 386
Joined: Mon Aug 29, 2011 8:06 am

Re: lifesteal ego

#19 Post by Rectifier »

Yeah I disagree with flat percentages that could pop up on every item, keeping it unique to weapons would probably be the only way to keep it from becoming outrageous.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: lifesteal ego

#20 Post by lukep »

Now I want to make a cursed item wielding mindslayer, 3x life steal curse with bloodcaller could be pretty good.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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