Reworking Chronomancy ver 2
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Re: Reworking Chronomancy ver 2
Looking nice.
A few niggles:
Homunculus doesn't seem to have anything to do with Chronomancy at all. Its also just like a Bloated Ooze but without any synergy.
Crushing Pressure doesn't have anything to do with Matter and is too similar to Gravity talents.
Not sure using mag as str is needed for Strength of Purpose, and stat requirements would be an issue.
Rationale behind Warden's Focus?
Add trap detection to Precognition.
Spin Fate would be more interesting if it triggered when you take damage instead of when you do damage.
A few niggles:
Homunculus doesn't seem to have anything to do with Chronomancy at all. Its also just like a Bloated Ooze but without any synergy.
Crushing Pressure doesn't have anything to do with Matter and is too similar to Gravity talents.
Not sure using mag as str is needed for Strength of Purpose, and stat requirements would be an issue.
Rationale behind Warden's Focus?
Add trap detection to Precognition.
Spin Fate would be more interesting if it triggered when you take damage instead of when you do damage.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Reworking Chronomancy ver 2
I have mixed feelings about the Life tree in general. I really want PMs to have another unlockable tree though. I'm open to suggestions for a replacement tree idea or a replacement for homunculus.
My rational for crushing pressure is that you're pulling the molecules in the air closer together. But yeah, it is more of a gravity thing. Again open to suggestions for a replacement.
Strength of Purpose in my git tree is allowing Magic to be used in place of Strength for weapons (just weapons, not armor and other gear). With some changes grayswandir suggested to how chronomancy sustains work I've been investing in Dex, Mag, and Will to offset sustain costs. It feels pretty balanced.
Warden's Focus is because I want them to feel like a Ranger. I really don't have much rational beyond that. I kinda like the talent but as always I'm open to suggestions.
I'll think about the trap thing on Precog. It's pretty strong already.
*edit* And done on Spin Fate. I wasn't liking how out of the player's control it was on NPCs.
My rational for crushing pressure is that you're pulling the molecules in the air closer together. But yeah, it is more of a gravity thing. Again open to suggestions for a replacement.
Strength of Purpose in my git tree is allowing Magic to be used in place of Strength for weapons (just weapons, not armor and other gear). With some changes grayswandir suggested to how chronomancy sustains work I've been investing in Dex, Mag, and Will to offset sustain costs. It feels pretty balanced.
Warden's Focus is because I want them to feel like a Ranger. I really don't have much rational beyond that. I kinda like the talent but as always I'm open to suggestions.
I'll think about the trap thing on Precog. It's pretty strong already.
*edit* And done on Spin Fate. I wasn't liking how out of the player's control it was on NPCs.
Re: Reworking Chronomancy ver 2
Warden's Focus could be a bonus against temporal creatures. Like elementals and temporal horrors.
Warden's do need to defend the time lines from such nasties.
Warden's do need to defend the time lines from such nasties.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Reworking Chronomancy ver 2
Well that was the idea yea. But a class talent that's only useful in one zone and against one rare monster type feels way to situational to me.
Re: Reworking Chronomancy ver 2
I know.
Throw in a bonus against creatures based on their paradox amount and if they are afflicted by a anomaly?

Throw in a bonus against creatures based on their paradox amount and if they are afflicted by a anomaly?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Reworking Chronomancy ver 2
The only talent I like in Life is Decay. Rapid Aging is a nasty trick.
Possible replacement for Crushing Pressure:
Soften: Mass target debuff that reduces their damage and physical resistance.
Fate Threading doesn't seem quite right to me.
Disentangle is a bit antisynergetic. The category is about pushing the limits of your paradox control and making anomalies work in my favour. Lowering my paradox isn't what I want.
Maybe change the extra paradox reduction on Pull Skein to a chance for the original spell to still fire when an anomaly happens?
Spacetime Mastery doesn't need Physical/Temporal resistance piercing. The category is about using both and you aren't likely to find an enemy immune to both.
Possible replacement for Crushing Pressure:
Soften: Mass target debuff that reduces their damage and physical resistance.
Fate Threading doesn't seem quite right to me.
Disentangle is a bit antisynergetic. The category is about pushing the limits of your paradox control and making anomalies work in my favour. Lowering my paradox isn't what I want.
Maybe change the extra paradox reduction on Pull Skein to a chance for the original spell to still fire when an anomaly happens?
Spacetime Mastery doesn't need Physical/Temporal resistance piercing. The category is about using both and you aren't likely to find an enemy immune to both.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Reworking Chronomancy ver 2
Resistance piercing is not just about hitting through specific immunities, it's also about doing reasonable damage against things with huge amounts of resist all.
Re: Reworking Chronomancy ver 2
Well, got it working, with TW... and two things come to mind...
can you make it so bump attacks switch to melee? starting out you have no melee abilities to do it.
secondly... choices... so... many... choices...
can you make it so bump attacks switch to melee? starting out you have no melee abilities to do it.
secondly... choices... so... many... choices...
Re: Reworking Chronomancy ver 2
Feedback on the new TW:
It's awesomely thematic, and I love the redesign for that, but there are some major balance issues here - at least on higher difficulties. Mostly they revolve around starting difficulty. TWs have always struggled with their start, especially on higher difficulties and especially because their special area can only be cleared at Level 1. (Yes, it can be skipped, but then you're permanently behind the curve on items and experience.) That problem is now worse. The class's primary defensive talent has been massively nerfed and buried at level 22 in a locked tree, they no longer appear to have an instant weapon swap unless I'm missing something, and they still don't do good damage at early levels.
Also, two of the locked trees (Fate Spinning and Hounds) do not strike me as good enough to be locked. They are competing with infusions and with the other two unlockable trees, all of which strike me as much more solid choices.
I think that Fate Spinning and Hounds should be given some kind of defensive buff (which is usually the best/only reason for unlocking a tree, unless it's just a massive increase in power like Shades), that instant weapon swapping should be brought back, and, most importantly, that talents should be reshuffled to give TWs an early nuke, defensive bonus, accuracy bonus, or summon. Even just moving Contingency and that one talent that summons clones to Level 1 would make a significant difference.
Edit: Also, I would like to see an option for the starting quest that says "I will do that immediately, but also in a few weeks." I mean, consider where Point Zero is located. More or less by definition, nothing that happens there can be urgent.
It's awesomely thematic, and I love the redesign for that, but there are some major balance issues here - at least on higher difficulties. Mostly they revolve around starting difficulty. TWs have always struggled with their start, especially on higher difficulties and especially because their special area can only be cleared at Level 1. (Yes, it can be skipped, but then you're permanently behind the curve on items and experience.) That problem is now worse. The class's primary defensive talent has been massively nerfed and buried at level 22 in a locked tree, they no longer appear to have an instant weapon swap unless I'm missing something, and they still don't do good damage at early levels.
Also, two of the locked trees (Fate Spinning and Hounds) do not strike me as good enough to be locked. They are competing with infusions and with the other two unlockable trees, all of which strike me as much more solid choices.
I think that Fate Spinning and Hounds should be given some kind of defensive buff (which is usually the best/only reason for unlocking a tree, unless it's just a massive increase in power like Shades), that instant weapon swapping should be brought back, and, most importantly, that talents should be reshuffled to give TWs an early nuke, defensive bonus, accuracy bonus, or summon. Even just moving Contingency and that one talent that summons clones to Level 1 would make a significant difference.
Edit: Also, I would like to see an option for the starting quest that says "I will do that immediately, but also in a few weeks." I mean, consider where Point Zero is located. More or less by definition, nothing that happens there can be urgent.
Re: Reworking Chronomancy ver 2
I found the Unhallowed Morass to be pretty difficult even on normal. It feels like the defense values on the spiders are too high and of course Spin Fate amplifies this. I'll take a look at it.
I'll think about swapping Contingency and Precognition though I don't know how much that would really help early game unless you're playing a Shalore or Undead.
Instant weapon swap is now handled by the talents themselves. If you swap to your dual weapons and use Threaded Arrow you'll see what I mean.
Temporal Hounds is a lot like Shadows and at least on normal has been really nice so far. I imagine summons have issues on higher difficulties in general and I don't know of an easy way to fix that. I gave them some more life since I packaged that mediafire exe though so hopefully that will help.
Fate Spinning is locked for thematic reasons. It's not a level ten tree it's just not something TWs specialize in. PMs will have it unlocked from the start but they also don't have combat training.
I'm not sure what clone talent you're talking about. Arrow Stitching?
Damage on Warp Mines I could buff a bit if they need more of an early game nuke. I put regeneration on Invigorate to give some early game survivability and they start with combat accuracy.
I just pushed a few buffs to Fate-Threading, one of which gives some nice immunity bonuses.
Once I take a look at the Morass I'll load an update. It will probably break saves though unless you know how to use the lua console to fix things.
I'll think about swapping Contingency and Precognition though I don't know how much that would really help early game unless you're playing a Shalore or Undead.
Instant weapon swap is now handled by the talents themselves. If you swap to your dual weapons and use Threaded Arrow you'll see what I mean.
Temporal Hounds is a lot like Shadows and at least on normal has been really nice so far. I imagine summons have issues on higher difficulties in general and I don't know of an easy way to fix that. I gave them some more life since I packaged that mediafire exe though so hopefully that will help.
Fate Spinning is locked for thematic reasons. It's not a level ten tree it's just not something TWs specialize in. PMs will have it unlocked from the start but they also don't have combat training.
I'm not sure what clone talent you're talking about. Arrow Stitching?
Damage on Warp Mines I could buff a bit if they need more of an early game nuke. I put regeneration on Invigorate to give some early game survivability and they start with combat accuracy.
I just pushed a few buffs to Fate-Threading, one of which gives some nice immunity bonuses.
Once I take a look at the Morass I'll load an update. It will probably break saves though unless you know how to use the lua console to fix things.
Re: Reworking Chronomancy ver 2
I just beat the Morras on Nightmare with a Halfling TW.
I'm going to look at the NPC talents though. Rethread doesn't really need a zero turn cooldown and I should probably take disentangle off of them so the player isn't getting spammed with anomalies. Maybe I'll give them Webs of Fate or something.
I'll adjust some of the talent levels down as appropriate too.
I'm going to look at the NPC talents though. Rethread doesn't really need a zero turn cooldown and I should probably take disentangle off of them so the player isn't getting spammed with anomalies. Maybe I'll give them Webs of Fate or something.
I'll adjust some of the talent levels down as appropriate too.
Re: Reworking Chronomancy ver 2
Honestly, the Morass wouldn't really be a problem at all if you could delay it. Skipping it feels like such a waste, but on Insane at L1, I could barely hit rares at all and barely scratched their armor when I did.
The problem with Hounds isn't that they're weak; it's that, given only four category points, most people prefer to spend them either on survival or on something that gives a big boost to their existing talents. I feel strongly that locked categories should fall into one of these categories. You compare them to Shadows, which is quite apt, but Shadows are in an unlocked tree and also gain defensive benefits via a locked tree.
(Incidentally, at least in my experience, summons get stronger and not weaker on higher difficulties because anything that makes the enemies focus on something other than you is a huge bonus. Giving one of the Hounds skills a taunt effect would make the category feel like a much better option.)
Oh, by the way, a couple of talent descriptions have they're instead of their and the like.
Edit: Regarding the Morass, the only other class with a comparable start is Archmage, and Archmages start with a heal, an escape, multiple powerful damage spells and so on. Dwarves have a non-skippable starting area, but also have a powerful buddy who levels with that area, and the Undead starting area is notoriously impossible on Insane for many classes.
The problem with Hounds isn't that they're weak; it's that, given only four category points, most people prefer to spend them either on survival or on something that gives a big boost to their existing talents. I feel strongly that locked categories should fall into one of these categories. You compare them to Shadows, which is quite apt, but Shadows are in an unlocked tree and also gain defensive benefits via a locked tree.
(Incidentally, at least in my experience, summons get stronger and not weaker on higher difficulties because anything that makes the enemies focus on something other than you is a huge bonus. Giving one of the Hounds skills a taunt effect would make the category feel like a much better option.)
Oh, by the way, a couple of talent descriptions have they're instead of their and the like.
Edit: Regarding the Morass, the only other class with a comparable start is Archmage, and Archmages start with a heal, an escape, multiple powerful damage spells and so on. Dwarves have a non-skippable starting area, but also have a powerful buddy who levels with that area, and the Undead starting area is notoriously impossible on Insane for many classes.
Re: Reworking Chronomancy ver 2
I think it would be better for Warp Blade to be tier 1 and Threaded Arrow to be tier 2. First, Threaded Arrow's paradox reduction is useless at level 1, because you don't have enough ways to spend paradox anyway. Second, Warp Blade's status affliction is crucial early on when nothing is immune to stun. Lastly, having access to instant bow>melee switch is more important than melee>bow, since you typically use your bow first, and your melee second.
Better early damage would be good, and the nice thing here is that early damage means spell damage, and Temporal Wardens use magic so it fits. Maybe increase base damage on Weapon Folding/Impact and Warp Mines?
Fate Weaving has passive resist all, so it should be worth it on higher difficulties. Maybe bump the resist all bonus so it's not outclassed by, say, Chant of Resistance even when it's at a full 5 stacks. If the Temporal Hounds themselves were a little more tanky then they too could be good meat shields. 15% resist all after a teleport is too low considering it takes a turn and only lasts for 5 out of 10 turns, while doing nothing for your own survivability. I think something closer to 45% resistance after a teleport would be a good start; once Hounds are able to survive like 2-3 rounds of combat instead of getting insta-gibbed then their heals should tide them over into acceptable meat shield territory. In exchange, have the resist all not scale with spellpower, since large amounts of scaling resist all is kinda dangerous. And yes, a taunt would be nice, but only if the Hounds can take more than one hit. They're not really replenishable during a fight, so they need to last.
Even with the Archmage start, I tried it out on Insane recently and it was severely luck-based. I think in both cases (Archmage and Temporal Warden) you're just going to have to learn to bite the bullet and skip the area. With all of the uniques you run into, I was leveling way faster in Insane anyway, so the extra experience from the zone isn't really necessary.
Better early damage would be good, and the nice thing here is that early damage means spell damage, and Temporal Wardens use magic so it fits. Maybe increase base damage on Weapon Folding/Impact and Warp Mines?
Fate Weaving has passive resist all, so it should be worth it on higher difficulties. Maybe bump the resist all bonus so it's not outclassed by, say, Chant of Resistance even when it's at a full 5 stacks. If the Temporal Hounds themselves were a little more tanky then they too could be good meat shields. 15% resist all after a teleport is too low considering it takes a turn and only lasts for 5 out of 10 turns, while doing nothing for your own survivability. I think something closer to 45% resistance after a teleport would be a good start; once Hounds are able to survive like 2-3 rounds of combat instead of getting insta-gibbed then their heals should tide them over into acceptable meat shield territory. In exchange, have the resist all not scale with spellpower, since large amounts of scaling resist all is kinda dangerous. And yes, a taunt would be nice, but only if the Hounds can take more than one hit. They're not really replenishable during a fight, so they need to last.
Even with the Archmage start, I tried it out on Insane recently and it was severely luck-based. I think in both cases (Archmage and Temporal Warden) you're just going to have to learn to bite the bullet and skip the area. With all of the uniques you run into, I was leveling way faster in Insane anyway, so the extra experience from the zone isn't really necessary.
Re: Reworking Chronomancy ver 2
Amazing so far, but a couple of notes:
Strength of Purpose is in the hotbar by default without being passive, which is odd.
There is no way to switch weapons without taking a turn, it seems, except for using Weaving talents, which means that you'll be constantly switching to bow for first levels.
Strength, I believe, is no longer a major stat with new Strength of Purpose... it perhaps should be taken away from the class description.
Foresight description reads "If you have Foresight or See the Threads active, ..."
I'm not sure if arrow damage calculation undergoes Strength of Purpose conversion... will check that later.
A couple of typos in CH: Blink description: "too the location" and "you're hounds".
Also, none of the damage for Wardens seems to scale off Paradox. Does it increase damage no longer?
Strength of Purpose is in the hotbar by default without being passive, which is odd.
There is no way to switch weapons without taking a turn, it seems, except for using Weaving talents, which means that you'll be constantly switching to bow for first levels.
Strength, I believe, is no longer a major stat with new Strength of Purpose... it perhaps should be taken away from the class description.
Foresight description reads "If you have Foresight or See the Threads active, ..."
I'm not sure if arrow damage calculation undergoes Strength of Purpose conversion... will check that later.
A couple of typos in CH: Blink description: "too the location" and "you're hounds".
Also, none of the damage for Wardens seems to scale off Paradox. Does it increase damage no longer?
Re: Reworking Chronomancy ver 2
Here's the new build. No guarantee on savefile compatability. I'd turn off sustains at least before downloading.
http://www.mediafire.com/download/8r3ke ... ngine4.zip
Thanks for all the feedback and playtesting guys. You're helping me out a lot. I'm a bit cranky from lack of sleep (a lot of coding over the last couple of weeks) so if I come off curt, or have come off curt above I apologize.
0player.
Yeah, I think the Strength of Purpose thing is because the hotkey is memorized.
The swapping nerf is intentional. I'll probably take Donkatsu's advice and make Warp Blade tier 1 and Threaded Arrow tier 2.
Thanks on Foresight, I'll fix it.
Archery doesn't have a combatDamage function so it should be good.
Thanks again
Paradox now increases spellpower. For Wardens this does mean less than it will for PMs but they do have a lot of talents that should be scaling with spellpower. Weapon Folding, Impact, Hound Breath, Spacetiime Folding stuff, etc. It doesn't affect base weapon damage though.
Donkatsu I'll probably take a break from coding until I get a nap in once I figure out this weapon swapping stuff. But I'm taking your ideas into consideration.
Parcae could you tell me which talents you're seeing typos in so I can fix them?
http://www.mediafire.com/download/8r3ke ... ngine4.zip
Thanks for all the feedback and playtesting guys. You're helping me out a lot. I'm a bit cranky from lack of sleep (a lot of coding over the last couple of weeks) so if I come off curt, or have come off curt above I apologize.
0player.
Yeah, I think the Strength of Purpose thing is because the hotkey is memorized.
The swapping nerf is intentional. I'll probably take Donkatsu's advice and make Warp Blade tier 1 and Threaded Arrow tier 2.
Thanks on Foresight, I'll fix it.
Archery doesn't have a combatDamage function so it should be good.
Thanks again

Paradox now increases spellpower. For Wardens this does mean less than it will for PMs but they do have a lot of talents that should be scaling with spellpower. Weapon Folding, Impact, Hound Breath, Spacetiime Folding stuff, etc. It doesn't affect base weapon damage though.
Donkatsu I'll probably take a break from coding until I get a nap in once I figure out this weapon swapping stuff. But I'm taking your ideas into consideration.
Parcae could you tell me which talents you're seeing typos in so I can fix them?