Assault: you get two free attack turns and 100% crit

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marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Re: Assault: you get two free attack turns and 100% crit

#16 Post by marvalis »

We could reduce the damage penalty of shield wall. Seems the most logical thing to do.

I am playing a d32 fighter a bit in the low to mid levels and currently I can:

Rush a target, strike it, and get another free attack
Use assault to attack 3 times
Total combo: The target gets one action, you get to attack 4 times (one shield attack, one 120% dmg rush attack, and two critical strikes!)

I do not usually play fighters, but from my limited experience with them I feel that fighters can really use a 1-h weapon attack tree. this might help increase overall damage (while maintaining all the tactical options from the shield skills).

Why do they have the 2h weapon options anyway? They are completely incompatible with the two shield trees. Why do they have archery? It is completely useless (unless someone corrects me and tells me they actually spend a category point in it?).

I must say fighters are fun to play, with great tactical skills (repulsion daze is really nice with good positioning) and movement options like rush and especially step up. Bleeding edge seems to be the only good damage talent other than assault. Still, that does not mean rush and assault are balanced skills.

Off the top of my head, here is a potential idea to replace archery and 2h weapon with:

Code: Select all

Throw weapon
range=2+talent level. You throw your weapon at the enemy and it returns like a boomerang, doing 120%-150% weapon damage.

Go for the troat
You strike at the neck, damaging 120-150% and silencing the target for 1 turn

Go for the eyes
You lunge your weapon at the head, dealing a critical hit and blinding the target for two turns.

Leg smash
You swing your weapon at the legs dealing damage and immobilizing it for 2 turns.
If you are fighting a mage, then you can rush and go for the troat (silence) and finish him with assaut.
Against archers that run, use rush+leg smash, add something more, if they run throw your weapon to finish them
Against warriors, use rush and go for the eyes.

Although it is clearly thematic, maybe we can remove the 10% attack speed penalty from precise strikes? -20% damage -10 attack speed seems like to much of a burden. (it is not like you will notice the 10% attack speed in terms of game mechanics, it just slows you down a bit => makes you take more damage, and that goes against everything fighters stand for)

kazak 2
Higher
Posts: 71
Joined: Sat Mar 05, 2011 6:43 pm

Re: Assault: you get two free attack turns and 100% crit

#17 Post by kazak 2 »

Final Master wrote:Why do they have archery? It is completely useless (unless someone corrects me and tells me they actually spend a category point in it?).
Well there's at least one winner that went heavily into archery (the last one before me in the character vault). And it makes some sense--fighters typically max STR and DEX, which are are the two stats archery damage relies on.
marvalis wrote:Although it is clearly thematic, maybe we can remove the 10% attack speed penalty from precise strikes? -20% damage -10 attack speed seems like to much of a burden. (it is not like you will notice the 10% attack speed in terms of game mechanics, it just slows you down a bit => makes you take more damage, and that goes against everything fighters stand for)
I like to max precise strikes for the huge crit bonus, since it scales off DEX. The speed penalty was never really an issue as, on the contrary, fighters shouldn't mind a few extra shots taken at them here and there. In fact, I probably killed a lot more things with riposte than through direct attacks. The whole point of fighters is to be resilient little bastards who thrive amongst crowds of foes.

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: Assault: you get two free attack turns and 100% crit

#18 Post by bricks »

Avianpilot wrote:Suggested nerfings to Rush and Assault are making me wonder, is the Fighter really overpowered?
Just wanted to make it clear that my suggestion was to actually make Rush more useful for players and less insane for NPCs. :)
Sorry about all the parentheses (sometimes I like to clarify things).

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