Remove Fungus from Wyrmics

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The Revanchist
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Re: Remove Fungus from Wyrmics

#16 Post by The Revanchist »

Planetus wrote:I'd love to see wyrmics get a tree that increases base HP (dragon thematic), increase base HP regeneration (passively, as a replacement of this auto-regen fungus feature), and maybe decrease your equilibrium every time you kill a target, with the decrease scaling up with ranks and levels.
If we're going with base regen, I'd significantly bump up the healmod, too. Then every heal is worth considerably more, seeing as we lost our double-power regeneration and superheals. :)

HousePet
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Re: Remove Fungus from Wyrmics

#17 Post by HousePet »

Heal mod would synergise quite well with Fungus though.
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grobblewobble
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Re: Remove Fungus from Wyrmics

#18 Post by grobblewobble »

Parcae2 wrote:Right now, Fungus is the Wyrmic's signature defense ... which makes no sense. It's a draconic class. How is Fungus draconic?
Well it makes perfect sense within the ToME universe imo. Draconics have a strong affinity with nature. Dragons are the ultimate power born of nature. And fungus is the standard nature power. Every follower of nature has easy access to fungus. Why wouldn't a dragon worshipper have it?

And from a gameplay perspective, it would be terrible if they lost it; the whole class would have to be rebuilt just to repair the damage from that loss.

So please let them keep it. If it ain't broke, don't fix it.

SageAcrin
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Re: Remove Fungus from Wyrmics

#19 Post by SageAcrin »

Honestly, considering how many threads on ideas are about totally rebuilding some aspect of Wyrmic entirely, I'm tempted to make some threads of my that haven't hit the few elements that haven't had suggested changes for them.

Hey, guys, let's make Wyrmic a -4 HP caster type Equi user with tons of draconic themed shields, it fits my personal vision of dragons as Tolkein-esque tanks with large weakpoints! :twisted:

The Revanchist
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Re: Remove Fungus from Wyrmics

#20 Post by The Revanchist »

SageAcrin wrote:It fits my personal vision of dragons as Tolkein-esque tanks with large weakpoints! :twisted:
Why would you bring that up?! :cry:

What if we want our Dragons to be impenetrable fortresses of fierce power, laying waste to those in their path? Sort of like every other class, actually... Huh.

Is that the most out-there concept you have for Wyrmic?

SageAcrin
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Re: Remove Fungus from Wyrmics

#21 Post by SageAcrin »

Because, when I'm half asleep, I feel silly, that's why. :D

I'm just commenting on how many differing ideas I've seen for this class, is all.

notmiki
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Re: Remove Fungus from Wyrmics

#22 Post by notmiki »

SageAcrin wrote:Hey, guys, let's make Wyrmic a -4 HP caster type Equi user with tons of draconic themed shields, it fits my personal vision of dragons as Tolkein-esque tanks with large weakpoints! :twisted:
You forgot the part where they instantly die to Vital Shot.

HousePet
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Re: Remove Fungus from Wyrmics

#23 Post by HousePet »

Been playing around with the idea of a dragon themed generic category, came up with this:

Draconic Nature
Scale Skin: Passive. Increases armour and max life.
Natural Vigor: Passive. Increases life regen, healing factor and decreases fatigue.
Natural Immunity: Passive. Grants resistance to stun, blind, knockback and poison.
Natural Reserves: Active. Reduces equilibrium, and restores stamina and air.

Making it purely dragon themed seemed wrong for a generic category, so then I came up with this:

Tooth and Claw
Wild Hunter: passive. Restores 0.1-1 equilibrium on kill. Increases poison resistance.
Alpha: passive. Increases physical power, healing factor and decreases fatigue.
Natural Reserves: active. Reduces equilibrium, and restores stamina and air.
Apex Predator: passive. Grants stun and knockback resistance. Increases life regen.
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The Revanchist
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Re: Remove Fungus from Wyrmics

#24 Post by The Revanchist »

They both look pretty good, I think.

Would you have the Draconic Nature tree be a class category then?

HousePet
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Re: Remove Fungus from Wyrmics

#25 Post by HousePet »

Nah, I can't see Draconic Nature working well at all.
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Davion Fuxa
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Re: Remove Fungus from Wyrmics

#26 Post by Davion Fuxa »

Draconic Nature I agree doesn't look like a keeper.

I'd probably suggest Apex predator have Disarm Immunity. Stun Immunity and Knockdown Immunity are mostly 'meh' at this stage of the game with the plethora of Immunity gear that covers it. Disarm Immunity is different though and I really don't see anything wrong with making a more 'Wyrmic' centered category.
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jotwebe
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Re: Remove Fungus from Wyrmics

#27 Post by jotwebe »

Stun immunity from talents means that you're more flexible in choosing your gear though, and I think it's a good thing to have on a melee class. If any class should get Disarm immunity it should be someone particularly reliant on their equipment, Bulwarks or some such.

Actually Apex Predator would be a good candidate for a per round % chance debuff removal.

Alpha I think should give mind power as well as physical power, gameplay wise to keep it generically useful and thematically since alphas are as much about dominance displays and intimidation as they are about actual physical superiority.
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Sradac
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Re: Remove Fungus from Wyrmics

#28 Post by Sradac »

how about something similar to stone wardens, allowing a % of your armor to be used to negate all damage types? Probably not as powerful as stone wardens, having 120% armor against all damage types gets pretty silly, but maybe up to 50% or so of your armor is applied to any damage type?

It will help them be tanky and keep the "tough scales" theme.

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Re: Remove Fungus from Wyrmics

#29 Post by Davion Fuxa »

jotwebe wrote:Actually Apex Predator would be a good candidate for a per round % chance debuff removal.
When you say 'Percent Chance of Debuff Removal Per Round' are you referring to something like Conditioning - just affect Physical Detrimental Effects (or just a limited set of them)? Or perhaps do you mean 'Percent Chance of Debuff Removal Per Round' in the form of it removing ANY Debuff Per Round (maybe limited to 1 Debuff at random?).

I personally think though that the idea is a good one in some shape or form. Having it affect all Debuffs would make it sort of like Providence or Relentess Fury. Making it work like Conditioning would make it generally useful for ditching debuffs quicker without really having to take 'Immunity Gear' the player is wearing into account - since unlike Conditioning it would work with all effects.

Depending on how we want the Apex Predator talent to pair up with its Conditioning counterpart, we could give a it a low value (have it add to Unflinching Resolve) or a high value (Supplemented by Unflinching Resolve on specific effects it does, doesn't matter on those effects it doesn't).
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jotwebe
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Re: Remove Fungus from Wyrmics

#30 Post by jotwebe »

Conditioning was indeed what I was thinking off. Although I suppose you could have something like a 10-20% chance of removal for all effects without it being too much - after all, a skeleton's Resilient Bones at 5/5 cuts all durations by half, iirc.

It shouldn't mirror conditioning too closely though... maybe have it give some knockback immunity and remove stuns, pins, blinds and disarms, maybe fears even at TL1, but scale the removal chance more strongly with talent points or give it a cooldown that talent points reduce? That would leave confusion as a major weak point, which I think is appropriate for dragonish dudes, and they'll have a high mental save to protect against low-power confusion anyway. Also slow, which also makes sense as a weakness for dragons.
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