anti ranged abilities

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wyzzarrdd
Cornac
Posts: 34
Joined: Thu Jan 24, 2013 2:04 pm

anti ranged abilities

#1 Post by wyzzarrdd »

Mobs have tons of abilities that only work in melee range or only work on weapon attacks but there is very little defense against spells or ranged abilities.

I propose a sustain that gives an instant Rush-lite ability when the user is hit with a ranged attack. It would do nothing if the attacker was in melee range. The Rush-lite would only work if there was a direct path between the defender and attacker, would do 50% or less weapon damage, and would cause some kind of a short term debuff (1-3 turns) that hampers kiting, (pin, slow, stun, daze, or confuse).

Another proposal is a shield (or possibly a sustain) that decreases the damage of an attack by a fixed % the further the attacker is from the defender. This would only be appropriate for melee heavy mobs but would also work as a Doomed ability since their attacks are short range. Just for example it could decrease the damage of an attack 4% for each square distance the defender is from the attacker. So in this case a max range lighting bolt would do 36% less damage than a point blank bolt.

Both of these abilities would be great to add to the Marauder's toolbox since they appear to be somewhat lacking now.

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

Re: anti ranged abilities

#2 Post by lukep »

It sounds like you are looking for Heightened Reflexes (a Brawler skill, that adds global speed when targeted by a projectile) and Sanctuary (a Cursed Skill that reduces damage with range).

Although, more could always be added.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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