New class idea: Pinball Wizard

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

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martinuzz
Archmage
Posts: 399
Joined: Tue Dec 01, 2009 12:38 pm
Location: Netherlands

New class idea: Pinball Wizard

#1 Post by martinuzz »

Suddenly the screen goes black, and a strange vibration comes from the old pinball machine. You scream. "No, please, no TILT!", as the machine devours you.
When you wake up, you find yourself in an unknown forest, lying in a pool of mud.
"Welcome back to Eyal", a very familiar voice says. "I've missed you. I feared I had lost myself. Again. Hehehe."
You turn around, and see yourself tossing a bag of goods at you, just before you pass out back into the mud.

The Pinball Wizard is a ranged chronomancer class, manipulating time and gravity to wreak havoc with a sling. It relies on Magic, Dexterity and Cunning.
For mobility, it depends on attracting and repelling it's enemies through various means.

Class related buffs:
Lane combo counter
This buff is a counter, like the Brawler's combo counter. It has a maximum of 10. It increases by using the appropriate skills. It decreases by 1 point every turn (1000 energy) at 0 Paradox.
Every point of Paradox slows down decrease by 2 energy. So, at 500 Paradox, it would decrease at 1 point every 2 turns (2000 energy).
Ball lock counter
This buff is also a counter. It has a maximum of 3 (which can be increased to 7). It increases by killing a monster with the appropriate skills. It decreases by using multiball skills
Jackpot
When under effect of the Jackpot buff, the player gains a bonus of +x to Luck. x scales with paradox
Gravity Lock
Enemies hit by the skill with the same name, get this buff. If the affected creature dies, a point is added to the ball lock counter
Slam Tilt
Inhibits Tilt Control while the player is under the effect of this buff

Existing trees used:
Chronomancy: Time travel (locked at start)
Archery: Slings (unlocked at start)
Technique: Combat training (unlocked at start)
Cunning: Survival (locked at start)

Generic Talent Tree: Creature Collisions
- governing stat: Cunning
1) Collision
- is a sustain
- cooldown: 100 turns
- cost: 100 paradox
- allows creatures that are being knocked back within (infra)vision radius to bounce off walls, following the laws of simple elastic collision (no momentum loss, symmetrical bounce)
- creatures bouncing off walls, or colliding with other creatures take 5/10/15/20/25/30/35% of their max HP gravity damage per bump
2) Repel
- cooldown: 10 turns
- cost: 50 paradox
- range: 4/4/5/5/6/6/7
- knocks back all creatures within a 2 tile range of the target (you can target yourself or another creature). Knockback range increases with Cunning
- affected creatures have a chance to be dazed. Chance increases with Cunning
3) Attract
- cooldown: 20 turns
- cost: 50 paradox
- range: 4/4/5/5/6/6/7
- all creatures, except the player, within a 3/4/5/6/7/8/9 radius are drawn towards the target (yourself, or another creature) for 1/2/3/4/5 turns
- affected creatures have a chance to be dazed every time they are drawn towards the target. Chance increases with Cunning
4) Concussion
- is a passive talent
- Dazed creatures get a weakness to gravity and temporal damage. Severity scales with talent level and Magic

Class Talent Tree: Balls of Time
-governing stat: Magic
1) Temporal Lanes
- cooldown: 4 turns
- cost: 10 paradox, 1 shot
- shoot at the target, hitting it for 50/60/70/80/90/100/110% standard weapon damage
- can pierce (in a straight line) to one additional target at level 3, another at level 5
- per hit, adds 1 point to the lane combo counter
- caster gains x% weapon speed per hit for 1/1/2/2/3/3/4 turns, x increases with Magic
2) Temporal Orbit
-cooldown: 5 turns
- cost: 20 paradox, 1 shot
- shoot at the target, doing no initial damage
- has a chance to confuse the target. Chance increases with Cunning, duration increases with Magic
- the target will take 150% standard weapon damage over 7/6/5/4/3/2/1 turns, starting the next turn. +20% temporal weapon damage is added for every point in the lane combo counter
3) Temporal Lock
- cooldown: 10 turns
- cost: 20 paradox, 1 shot
- Shoot a bouncing projectile at the target
- the projectile will bounce to a random other target within a radius of 8/7/6/5/4/3/2 of it's previous target, doing 15% temporal weapon damage each hit. Contrary to Chain Lightning, it is able to hit the same creature multiple times, but not twice in a row. Also contrary to Chain Lightning, it is able to hit the caster, so beware.
- it will bounce once, plus two times for every point in the lane counter
- reduces the lane counter by 5/5/4/4/3/3/2 (after use)
- adds a point to the ball lock counter for every kill it gets
- at level 3, increases the max for the ball lock counter by 1. At level 5, adds another point to the max.
4) Temporal Multiball
- cooldown: 50 turns
- cost: 100 paradox, 1-7 shots
- fires in all directions around the caster, hitting any number of targets in a radius of 8/7/6/5/4/3/2 around the caster, up to the ball lock counter's value (max 7) for 75% temporal weapon damage per hit. If there's less targets than the counter's value, the remaining shots will be fired at any of the targets already hit, randomly chosen. So you could in theory fire 7 shots at a single target with this shot.
- has a chance to cast Turn Back The Clock for 5 turns, on creatures it hits. Chance increases with Cunning, severity scales with Magic
-resets the ball lock counter to zero after use
- does more damage to dazed creatures
- when a creature is killed with this skill, the player gains the Jackpot buff for 2 turns, or if is already in effect, a turn is added to it's duration

Class Talent Tree: Balls of Gravity
-governing stat: Magic
1) Gravity Lanes
- cooldown: 4 turns
- cost: 10 paradox, 1 shot
- shoot at the target, hitting it for 50/60/70/80/90/100/110% standard weapon damage
- can pierce (in a straight line) to one additional target at level 3, another at level 5
- per hit, adds 1 to the lane combo counter
- heals the player for x% of the damage done, x increases with Magic
2) Gravity Orbit
- cooldown: 5 turns
- cost: 20 paradox, 1 shot
- shoot at the target, doing 25% standard weapon damage, plus 15% gravity weapon damage for every point in the lane counter, and knocking it back 1/2/3/4/5/6/7 tiles
- has a chance to weaken the target by 20/30/40/50/60/70/80%. Chance increases with Cunning, duration with Magic
3) Gravity Lock
- cooldown: 10 turns
- cost: 20 paradox, 1 shot
- shoot at a target, damaging it for 5/6/7/8/9/10/11% of it's max HP gravity damage, for up to the lane combo value number of turns (minimum 1)
- reduces the lane combo value by 5/5/4/4/3/3/2 (after use)
- adds a point to the ball lock counter when it gets a kill
- at level 3, increases the max for the ball lock counter by 1. At level 5, adds another point to the max.
4) Gravity Multiball
- is a sustain
- cooldown: 50 turns
- cost: 60 paradox (sustain), 40 paradox (per shot), 1 shot (per shot)
- automatically fires a beamshot at (and through) the nearest enemy in range of 6/7/8/9/10/11/12 every turn (1000 energy), doing 100% gravity weapon damage to each creature hit
- has a chance to pin creatures it hits. Chance increases with Cunning, duration scales with Magic
- every shot decreases the ball lock counter by 1
- when the ball lock counter reaches zero, the sustain deactivates itself
- manually deactivating the sustain resets the ball lock counter to zero
- does more damage to dazed creatures
- when a creature is killed with this skill, the player gains the Jackpot buff for 2 turns, or if is already in effect, a turn is added to it's duration

Class talent tree: Pinball Wizard
- governing stat: Magic
- needs level 10 to unlock
1) Tilt Control
- is a passive talent
- whenever a spell would misfire due to paradox failure, Tilt Control changes whatever event would happen into a Slam Tilt.
- gives the player the Slam Tilt buff for 18/15/12/9/6/3/0 turns
- the Slam Tilt buff prevents Tilt Control from changing another event into a Slam Tilt
- Slam Tilt puts 8/7/6/5/4/3/2 randomly chosen Temporal and Gravity Ball talents on cooldown
- Slam Tilt resets the lane counter to it's minimum
- for every point taken from the lane counter, paradox is decreased by 10/20/30/40/50/60/70
- Slam Tilt has a 50% chance to reduce your ball lock counter by 7/6/5/4/3/2/1. For each point drained, you gain a damage shield equal to 25% of your max HP. Shield duration scales with Magic
2) Extra Ball
- is a sustain
- cooldown: 100
- cost: 100 paradox
- when this sustain is active, the lane combo counter cannot naturally decay below 1/2/3/4/5/6/7. Using skills that drain it can still lower it below that though.
- deactivating this sustain removes a number of detrimental effects from the player, up to the lane combo counter's value, and resets the lane combo counter to zero.
3) Replay
- cooldown: 100
- cost: 50 paradox
- resets the cooldown of 1/2/3/4/5/6/7 random Temporal and Gravity Ball skills to zero
- adds 1 to the ball lock counter for every skill that was taken off cooldown
4) Highscore
- is a passive talent
- Increases the base duration of the Jackpot buff by 1/2/3/4/5/6/7 turns
- Gives the player's attacks x% life leech per point in the lane combo counter, while under the effect of Jackpot, x increases with Magic

CaptainTrips
Wyrmic
Posts: 227
Joined: Thu Mar 10, 2011 9:10 pm

Re: New class idea: Pinball Wizard

#2 Post by CaptainTrips »

O_o

"...sure plays a mean pinball!"

This sounds awesome. Multiball FTW. :D

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: New class idea: Pinball Wizard

#3 Post by Frumple »

Relevant:
21:25 Frumple Maybe I can suggest "Pinball Wizard" mode for T4, too...

21:26 Frumple Whatever gets hit, gets teleported.

21:26 Frumple Or perhaps knocked back, but walls don't stop you. Instead, you ricochet.

21:26 Garumsh That sounds maddening.

21:26 Frumple That's the intent, yes.

21:27 Frumple Mm... yes, I could see things, now...

21:27 Frumple You get knocked 1 square per 10 hp damage

21:27 Garumsh That could be really awful, with out of depth mobs

21:28 Frumple Every square you move bleeds off 10 hp damage. If you hit something before coming to a stop, any remaining damage is transferred to whatever you hit

21:28 Frumple And the hit thing goes flying off as well.

21:28 Frumple Everything is effected by this.

21:28 Frumple Perhaps even the walls.

21:28 Garumsh Walls eventually being destroyed, also?

21:28 Frumple I can picture it. You hit an ant, and the level implodes.

21:29 Frumple Possibly not. I could see the walls being invincible

21:29 Frumple But absorbing damage anyway

21:29 Frumple Achievement gained: "Trick Shot" 'Killed an enemy 50 squares away'

21:30 Frumple Could see additional talents for absorbing or displacing ricochet damage.

21:31 Garumsh I could definitely see it being fun. I would probably lose my mind.. Maybe a talent tree is automatically given when you start on that mode, in addition to your class' trees?

21:31 Frumple Yeah, most likely.

Amphouse
Thalore
Posts: 186
Joined: Mon Feb 04, 2013 9:31 pm

Re: New class idea: Pinball Wizard

#4 Post by Amphouse »


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