Add ammo reload to TW

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ghostbuster
Uruivellas
Posts: 617
Joined: Mon Oct 09, 2006 7:47 pm

Add ammo reload to TW

#1 Post by ghostbuster »

Time wardens are a fun class. But they lack ammo reload and it is often a problem in long fights in the higher difficulties.
Void quiver is an obvious solution. Or quiver with auto reloads. Provided you find them.

I would suggest to add some means to auto reloads to the class.
Using the archer style would not be a good idea as it would make the two classes too similar.
But why not add some mean to reload on melee hits?
For instance in the threaded-combat/blended-threads talent.

Code: Select all

Each time you hit with an arrow you reduce the cooldown of one Blade Threading talent on cooldown by one turn.
Each time you hit with a melee weapon you reduce the cooldown of one Bow Threading talent on cooldown by one turn.
This effect can only occur %d times per turn.
You also learn to transport your arrows to your quiver while attacking with your weapons, giving all your melee hits a 10-50% chance to reload an arrow.
This would add some means to reload, while preserving the hybrid style of TW.

bpat
Uruivellas
Posts: 787
Joined: Sun May 19, 2013 1:58 am

Re: Add ammo reload to TW

#2 Post by bpat »

If anything ammo reload should be removed from Archer, Skirmisher, and Gunslinger. Currently bows do better DPS than melee so they need a real downside (reload) and all the extra ammo reload stuff makes it essentially a nonissue for those classes. Limiting ammo gives TW and actual incentive to melee instead of stay ranged 100% of the time.
My wiki page, which contains a guide and resource compilation and class tier list.

ghostbuster
Uruivellas
Posts: 617
Joined: Mon Oct 09, 2006 7:47 pm

Re: Add ammo reload to TW

#3 Post by ghostbuster »

In general some means of reload are required for archer-like classes and must not be removed. Otherwise, they can be completely rendered without any way to fight. Warriors can be disarmed, but they can still attack and can use an infusion. Magic users can be silenced, but an instant infusion can cure that. And other classes cannot be completely rendered unable to fight. I am not sure archers should be nerfed, but anyway it should be in a different way.

Concerning what you say, I partly agree. One must keep the unique hybrid style of TW. But if reload is only granted with melee attacks, it removes the risk to have TW be completely ranged. If they want to reload, they must attack with their melee weapons. And the suggested reload is rather weak: at most 50% par hit, so approximately 1 reload per turn with a melee attack (with 2 hits) if the talent is maxed.

Snarvid
Spiderkin
Posts: 592
Joined: Mon Mar 28, 2011 12:42 pm

Re: Add ammo reload to TW

#4 Post by Snarvid »

I like it. I dispute the math on average arrow return per turn, as there's a significant chance that the TW is a Shalore with Grace of the Eternals/Haste/Timeless, or an Ogre with Sawrd, but I don't think it's a problem. Feels like a thematic complement to the hybrid approach which is also mechanically useful.

bpat
Uruivellas
Posts: 787
Joined: Sun May 19, 2013 1:58 am

Re: Add ammo reload to TW

#5 Post by bpat »

ghostbuster wrote:In general some means of reload are required for archer-like classes and must not be removed. Otherwise, they can be completely rendered without any way to fight. Warriors can be disarmed, but they can still attack and can use an infusion. Magic users can be silenced, but an instant infusion can cure that. And other classes cannot be completely rendered unable to fight. I am not sure archers should be nerfed, but anyway it should be in a different way.
You do know passing turns and moving reloads ammo right? Movement Infusions trivialize reloading on all ammo classes. Also you can keep a second or third quiver in your inventory if you can't safely reload by normal means.
ghostbuster wrote:Concerning what you say, I partly agree. One must keep the unique hybrid style of TW. But if reload is only granted with melee attacks, it removes the risk to have TW be completely ranged. If they want to reload, they must attack with their melee weapons. And the suggested reload is rather weak: at most 50% par hit, so approximately 1 reload per turn with a melee attack (with 2 hits) if the talent is maxed.
Putting reload on melee attacks would be okay but TW certainly doesn't need any buffs right now.
My wiki page, which contains a guide and resource compilation and class tier list.

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