Reworking Chronomancy ver 2

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HousePet
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Re: Reworking Chronomancy ver 2

#31 Post by HousePet »

Another idea!

Impending Disaster: Alter the target's future in a way that something bad will happen to them soon. Applies a debuff that makes them vulnerable to critical hits. When the debuff expires they take large physical damage due to some sort of accident.
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edge2054
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Re: Reworking Chronomancy ver 2

#32 Post by edge2054 »

I know I haven't responded here for a bit, been busy coding, but I'm still reading ideas that show up in this thread.

HousePet you read my mind with Dimensional Anchor :) 2nd edition D and D player?

Temporal Warden trees and generic trees are all mapped out and the first couple are coded.

Here's a preview for anyone interested.

https://docs.google.com/spreadsheets/d/ ... edit#gid=0

https://docs.google.com/spreadsheets/d/ ... edit#gid=0

Still planning to do Paradox Mages and stuff that doesn't make the cut for them still might show up as anomalies which I'm also planning to do some additions too. So keep the ideas coming if you have them :)

gfder
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Re: Reworking Chronomancy ver 2

#33 Post by gfder »

edge2054 wrote:I know I haven't responded here for a bit, been busy coding, but I'm still reading ideas that show up in this thread.

HousePet you read my mind with Dimensional Anchor :) 2nd edition D and D player?

Temporal Warden trees and generic trees are all mapped out and the first couple are coded.

Here's a preview for anyone interested.

https://docs.google.com/spreadsheets/d/ ... edit#gid=0

https://docs.google.com/spreadsheets/d/ ... edit#gid=0

Still planning to do Paradox Mages and stuff that doesn't make the cut for them still might show up as anomalies which I'm also planning to do some additions too. So keep the ideas coming if you have them :)
Those talents look really interesting.

I have a question, are those the only trees that you are currently planning to have in the class? What about the technique bow/dual wield categories, are they staying?

Massive amounts of mobility and field control are the defining characteristics of the (current) Time Warden, and this current version seems to have less of it. The class lost Temporal Wake, Swap, Dimensional Step, and Banish. I see that two Rush type talents and Tether(which sounds awesome btw) were added in exchange, this seems like a downgrade. I could understand getting rid of Temporal Wake and Swap, but why get rid of Dimensional Step and Banish? Plz dn't get rid of Dimensional Step :( I <3 Dimensional Step.

I apologize if this post is annoying because you already have plans for it.

(plz dn't get rid of Dimensional Step :()

malboro_urchin
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Re: Reworking Chronomancy ver 2

#34 Post by malboro_urchin »

gfder wrote:
edge2054 wrote:I know I haven't responded here for a bit, been busy coding, but I'm still reading ideas that show up in this thread.

HousePet you read my mind with Dimensional Anchor :) 2nd edition D and D player?

Temporal Warden trees and generic trees are all mapped out and the first couple are coded.

Here's a preview for anyone interested.

https://docs.google.com/spreadsheets/d/ ... edit#gid=0

https://docs.google.com/spreadsheets/d/ ... edit#gid=0

Still planning to do Paradox Mages and stuff that doesn't make the cut for them still might show up as anomalies which I'm also planning to do some additions too. So keep the ideas coming if you have them :)
Those talents look really interesting.

I have a question, are those the only trees that you are currently planning to have in the class? What about the technique bow/dual wield categories, are they staying?

Massive amounts of mobility and field control are the defining characteristics of the (current) Time Warden, and this current version seems to have less of it. The class lost Temporal Wake, Swap, Dimensional Step, and Banish. I see that two Rush type talents and Tether(which sounds awesome btw) were added in exchange, this seems like a downgrade. I could understand getting rid of Temporal Wake and Swap, but why get rid of Dimensional Step and Banish? Plz dn't get rid of Dimensional Step :( I <3 Dimensional Step.

I apologize if this post is annoying because you already have plans for it.

(plz dn't get rid of Dimensional Step :()
I agree. Please please please don't get rid of Temporal Wake & Dimensional Step. They're both incredibly fun and thematic abilities to use!
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

edge2054
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Re: Reworking Chronomancy ver 2

#35 Post by edge2054 »

I know mobility has always been a defining feature for TWs and don't worry, they're still going to be very mobile. But Dimension Step has always been a CPD and one that's a free action at that. In other words it was powerful just for the sake of Chronomancers must be awesome at movement!! without much more thought into how they go about fulfilling that role. It was a Phase Door on steroids and really not that interesting beyond that.

I've reduced the cooldown and Paradox Cost on Wormhole to 10 and gave it control from the start. The duration and targeting radius both change with talent level so it's still worth investing in. This should make it an excellent teleport and control spell even if it requires more forethought than DS had. If you invest fully in it the duration will be high enough that it will overlap the cooldown.

Blade Step will replace DS. You won't have to target a monster to use it but if you do you'll deal good damage with it. It won't be a free action but it will have a cooldown of 10 and has DS's old targeting code.

Thread the Needle will let you teleport monsters too you, similar to bone grab but using teleportation rather than pull mechanics (and of course a bolt style attack since it's an arrow).

Displacement Arrow will use the old targeting on Banish to insure you're always teleported away from the target. This will be a good escape spell for when something is right in your face.

Follow the Thread will be an arrow rush talent that uses teleports.

And Spatial Anchor can be cast on yourself if you want to use hit and run tactics.

I think they'll be alright.
gfder wrote:I have a question, are those the only trees that you are currently planning to have in the class? What about the technique bow/dual wield categories, are they staying?
Nah, they're going. TWs will be closer to Reavers than Shadow Blades with 'spells' standing in for stamina talents. They may get some full spell trees though once I figure out what I'm doing with Paradox Mage trees.

stinkstink
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Re: Reworking Chronomancy ver 2

#36 Post by stinkstink »

If I use Thread the Needle on an entire line of enemies with Quiver of the Sun, will they all be amalgamated into the same tile and become a horror?

HousePet
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Re: Reworking Chronomancy ver 2

#37 Post by HousePet »

Thoughts from reading new document:

Quiver Threading should probably be a sustain, just in case something with temporal affinity appears, then you can disable it.

Threaded Blade/Arrow are a bit weak. How about reducing paradox for each hit?

Weapon Echoes should be a sustain, so it can be deactivated.

Flash of Blades needs work, its just Flurry.

Possibly too many attack talents and temporal damage?

Talents in Reality Keeper that are stronger at higher paradox seems thematically wrong for someone who is supposed to be protecting timelines.
My feedback meter decays into coding. Give me feedback and I make mods.

SageAcrin
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Re: Reworking Chronomancy ver 2

#38 Post by SageAcrin »

You can dispell Quiver Threading by just shooting an arrow at empty air.

Sure, that takes a turn, but so would removing a sustain, and the arrow cost vs the sustain cost is pretty competitive. Basically, whatever sounds better to edge works for me, as such.

Threaded Blade/Arrow don't necessarily look too weak to me, they just need strong values in their X and strong effects on Arrow.

Weapon Echoes should probably be a sustain. Also, optimally, I'd like to see it be a very low WeaponTalentDamage, rather than a straight up bonus Temporal damage. It fits thematically better.

Why not just make Flash of Blades a low powered Instant physical attack? It doesn't even have to break 100% to be useful then, and CD/Paradox cost/damage can be tooled until it's good.

I don't necessarily think there's too much Temporal damage. They have the ability to handle Temporal damage resistance. Actually, you could probably make that talent the first talent ever to lower Affinity as well. Not a bad idea, and is less boring than just good old +damage.

Overall, looking really good as a first draft. Hard to say until we get to values, but I love the concepts.

HousePet
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Re: Reworking Chronomancy ver 2

#39 Post by HousePet »

Knowing when to shoot the arrow at a different target at the right time sounds difficult. But its really a minor issue.
My feedback meter decays into coding. Give me feedback and I make mods.

0player
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Re: Reworking Chronomancy ver 2

#40 Post by 0player »

I think it'd be interesting if Temporal Arrow actually drew arrows from the future (a timed effect that doesn't tick down when your quiver is empty and consumes 1 arrow each turn, I think), and its Paradox cost/Paradox scaling ramped up the more, the more arrows from the future you draw (checking the timer on the same effect).
Oh, and obviously make it castable with an empty quiver only.
This is kind of similar to Threaded Quiver, though... but more ad-hoc and imo, more amusing.
I very like Tunneling, because it caters to the common pattern of "shoot the last arrow, go into melee to Flurry the hell out of them" playstyle on Wardens that I really like but which has always been inferior to Staff Wardens.
Phase Arrow is quite broken, as is pretty much all stuff that goes through walls... especially as we have Clairvoyance now. I mean, we already had after-Precog Vision, why make it more broken?
The idea of separating Spin Fate into a separate tree, I like, but what will happen to "the best escort passive after Premonition" nominee?
Dimensional Anchor is kind of gimmicky... good for clearing Scinitillating Caves a hell of a lot faster, I guess :D.
Random teleports on high-tier talents are not very good, as they tend to put an orc reaver onto your precious face.
Void Disciple, aside from bearing a strange name (are we a losgoroth wannabe now? I think not) and moving the lovely Wormhole into a category that sounds like unlockable, is such a soup of things. I think that Banish and Wormhole don't belong there at all, and Destabilize intersects too much with Spacetime Instability. Besides, both would supposedly apply Continuum Destabilization, which would prevent teleporting targets again, most likely... and we have already Continuum Destab, that Matter Quantum-thingy-Destab, yet another thing by that name? No.

...And how the hell Blended Threads are supposed to work, can anyone explain to me.

edge2054
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Re: Reworking Chronomancy ver 2

#41 Post by edge2054 »

First of all thanks for taking the time to look over the documents and give feedback :) I really appreciate it :)

HousePet I'm trying to cut back on sustains for Wardens. They'll have a lot of active talents and personally I don't like having my hotbar crowded (I tend to put sustains on my hotbar so I'm more aware of when something disables them). So the philosophy I've been using is if there's no reason to turn it off why make it a sustain? That said I'll consider your thoughts about temporal affinity monsters. Maybe the Quiver Threaded arrow or Breach could cut through affinity as Sage mentioned (Threaded Quiver is kinda boring as is and is mostly to replace the reload bonus on Bow Mastery).

Reducing Paradox on hit for Threaded Blade and Arrow sounds like a good addition.

Flash of Blades is coded and while it looks similar to flurry at first it is different. The number of hits scales up quite a bit and the damage stays very low. But the class leans heavily on project functions so I don't think the low damage is going to be an issue. I tested it with maxed Weapon Folding, Weapon Echoes, and +100 combat_spellpower and it hit hard even with crappy weapons. Not that I don't like the idea of making it a free action, but in practice low cooldown, free action talents mean lots of extra button presses for the player. I had considered the idea but dropped it because of that quality of life issue.

Weapon Echoes is essentially burst_on_hit. It follows similar rules about hitting friendlies. Not sure why it needs to be a sustain. Making it a low damage weapon talent would make it to similar to Recursion. That said it is kinda redundant as a concept and is currently very similar to weapon folding too. If anyone has ideas on something else for that talent spot I'd be glad to hear them.

The talents that scale off Paradox in Reality Keeper are both survival based, to help you live through anomalies (either from yourself or other temporal beings). That said they could just scale off spellpower since spellpower will be scaling off Paradox anyway I guess it's kinda redundant.

Oplayer I think you looked at an older spreadsheet. That's my fault and I should replace the documents in the OP with current ones. I'm not going to do Void Disciple anymore and had similar thoughts about Phase Arrow balancing.

Dimensional Anchor is staying though. It has synergy with Warden's teleporting monsters (tether, wormhole, not sure what else off hand).

Blended Threads I'm still working the kinks out of. I need to prevent cheesiness with it.

Razakai
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Re: Reworking Chronomancy ver 2

#42 Post by Razakai »

I'm reminded of a talent used by Stoic that might fit for a Weapon Echoes replacement:

Crashing Torrent
You perform a blow for %d%% weapon damage that reverberates, dealing an equal amount of physical damage 7 turns later. In addition, every melee strike you land on the enemy before the effect expires will increase the power of the echo by %d%%.
Slaying your target with the echo will refresh your stamina to 25%% of maximum if below.

Perhaps have the slaying bonus be a paradox restore instead or remove it, and have the echo deal temporal damage. It would synergize well with Flash of Blades and the high number of attacks Warden makes.

edge2054
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Re: Reworking Chronomancy ver 2

#43 Post by edge2054 »

@Oplayer

Blended Threads will give the player a buff when they swap weapons that will increase weapon damage for the weapon type they switched too. The buff will fall off at the start of each turn.

HousePet
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Re: Reworking Chronomancy ver 2

#44 Post by HousePet »

Suggestions for changing passives to sustain was purely for allowing them to be disabled for instances where you don't want to inflict temporal damage, or do aoe attacks. If those aren't going to be an issue its fine.
However some consideration should be given to allowing dispelling effect to have some traction against Temporal Wardens. Also sustains do have a use in resource management and power balancing, but that can be considered later. :)
My feedback meter decays into coding. Give me feedback and I make mods.

anonymous000
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Re: Reworking Chronomancy ver 2

#45 Post by anonymous000 »

I think what HousePet meant is that utility-wise Flash of Blades is just another sudden damage burst, which is a little bit plain.

How about this: Making it a free action but keep its moderate cooldown, letting you land 4-5 separate hits(i.e. you can choose a different target each time); continual attack to the same target lowers the damage by a certain percentage which applies progressively

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