class idea

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

Moderator: Moderator

Message
Author
elboyo
Halfling
Posts: 113
Joined: Thu Jan 02, 2014 4:22 am

Re: class idea

#16 Post by elboyo »

Radon26 wrote:
as for the blades, so you ARE creating copies after all, but if so, how does that disarm you? if the real thing is still in its place...

as for arrows, the t3 talents was actually supposed to work sort of like that, but now that i think about it, getting 13 his for more than 100% and and possible procs... earns the name.

how about it being in t4, with 5 shots, and put the t4 into t3, with many shots and make it a random hit AoE ball?

I did not make it clear enough what I was looking for on the dancing blade side. In terms of flavor text, it would be that you begin by magically animating the original weapon, but later conjure additional copies of the weapon. So, if you can control 3 in total, you would launch 1 copy, another copy and then the original. This would allow you to choose between dealing a more consistent damage by only launching copies without ever disarming yourself and throwing your original as well in order to increase your burst damage. You could just have it not disarm, but I feel like someone who specializes in animating weapons shouldn't be encouraged to bump attack while his skills are on CD. The whole reason the returning projectiles came to mind at all was because I had a lot of fun using teleportation and Temporal Bolt on a Paradox Mage with as much Slow Projectiles % as I could manage. It was not unusual for me to hover 2-3 bolts inside a monster and repeatedly deal damage until the projectile duration ended (they never even made it back to me most times).

The fundamental problem with the "Pin Down" talent was not an issue of its strength or effectiveness. The issue is that there is nothing magical about it. It would be like if the Temporal Warden bow tree had a skill that fired arrows with clones that also fired arrows, a skill that created a big gravity explosion, and then a skill that fired a normal arrow that dealt slightly higher damage.

If you want "Shredder" to be a shotgun talent, it will become very difficult to manage the balance of your weapon procs. A talent that can hit 5 times will also be a little risky for balance unless the weapon % numbers are kept pretty low. It you want to maintain close-range effectiveness without the hassle of multi-hitting, you could increase the damage by X% for adjacent targets and scale it down based on distance to target.

Resource management is important, but I think that you should focus on solidifying ideas on the trees for your weapon skills first. It will be much easier for you to produce and scale those talents once the needs of the character are clearly defined.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: class idea

#17 Post by Radon26 »

I see what you meant now about the disarm.
however, I am unsure having one cap for all the talents.

as for pin down, i am free for suggestions.
you said either multi-hit or disable, now its both... but random.

as for procs, i would rather have them assigned to an active talent, rather than an arbitrary "on hit", so you don't have to worry about 50 nukes triggering out of a single shredder.

i want this class to have enough talents to cast every single turn until the mana runs out, and be as immobile as its legally possible.
what do you think about the earth tree i posted earlier?

elboyo
Halfling
Posts: 113
Joined: Thu Jan 02, 2014 4:22 am

Re: class idea

#18 Post by elboyo »

For procs, you might consider some instant cast buffs that last 1-2 turns and can proc up to X times. This means that they are more effective with multi-hits, but there is an upper limit to it.

If you are firing gems with your mystical archery, you could have the T3 talent multi-hit and cause the appropriate status type based on the damage dealt. Maybe have it mirror the effects of Hurricane Shot where it increases to two hits per target at high talent level, substituting the extra ammo cost with extra mana costs per hit. Coming up with a blank for what to name it, but it would fit the multi-hit roll and provide a situationally alterable status ailment.

I checked the link, but I didn't see any Earth tree in the file.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: class idea

#19 Post by Radon26 »

its in my 7th post. i did not put it in the link cause i am unsure of how to fit it.

so for hurricane shot.
uhm... in mystical archery, i wanted to be arrow specific, with no bows.
gem slinger was supposed to use slings, to fire alchemical gems instead of shots.
can you remake the talent tree to work with both? if so it would be called projectile mastery...

elboyo
Halfling
Posts: 113
Joined: Thu Jan 02, 2014 4:22 am

Re: class idea

#20 Post by elboyo »

Obviously the skill is not literally Hurricane Shot. From what I wrote, it is fairly clear that I am suggesting for you use a similar targeting range/AoE and have it hit each enemy within 1-2 times up to a maximum of X total hits.

I only suggested the gems as a possibility because you seemed set on creating a class that had versatile elemental damage. If nothing else, you could just have the gem be your "focus" for the "archery" tree. It's pretty easy to envision channeling mana through a gem like you might redirect light through a prism.

Honestly, the exact same effect could be obtained by having a quiver of arrows while using a talent tree with passives like alchemist infusions, having your offhand staff influence your element, or just picking an element at random to be used for the talent. You could just have it stun or daze or whatever and have it deal arcane damage if you like.

As for your Earth tree, it isn't a bad tree, but it doesn't match the thematic element of a class that seems split between summoning swords and wielding some sort of spirit bow while holding a staff in his offhand.

Realistically speaking, it's not really going to be possible for you to reconcile all three of those elements together into a class that makes sense. I suggest cutting one of those elements out entirely. I can see good thematic choices developing from a Sword/Staff fighter, a Sword/Bow fighter, and a Staff/Bow magic archer, but the whole thing gets too convoluted once you add a third element.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: class idea

#21 Post by Radon26 »

earth tree doesn't fit... just as expected.

does it make sense to get t1 and t2 of staff alternative, and put them in the t3 slot of the new meta?
dampener stacked with sheath of force seems a bit powerful, and all the projections may be dumped.

Post Reply