Racial modifiers to talent trees
Moderator: Moderator
Re: Racial modifiers to talent trees
I'd do arcane for higher and temporal for shalore (ghouls could have blight resist, skeletons... maybe give them negative physical resist since they're uber).
Re: Racial modifiers to talent trees
Am I the only person who has a problem with Higher NOT actually being plainly 'superior' to Cornacs, despite well, that being the point of them('Higher', after all...)? Of course still giving them the cornac category point bonus would be unbalanced but that's exactly my point 

ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
-
- Master Artificer
- Posts: 726
- Joined: Fri Feb 03, 2012 3:53 am
Re: Racial modifiers to talent trees
If they were plainly better, why would anyone ever play a Cornac?
Re: Racial modifiers to talent trees
I still feel like half the racial talents are entirely pointless.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Racial modifiers to talent trees
The challenge of winning with a weaker character choice? Again, was just talking what makes sense, not suggesting a change.PureQuestion wrote:If they were plainly better, why would anyone ever play a Cornac?
Which talents do you feel are pointless, brick? I like most, but for some reason I'm not a fan of some of the halfling and thalore ones.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: Racial modifiers to talent trees
Worthless racial talents, in my opinion:
Higher/ Born Into Magic: At 5/5 the effects are trivial except maybe if you're a spellcaster about to do Gorbat. On the other hand, spellcasters don't really care about anything because they're almost all so gosh darned powerful.
Halfling/ Duck and Dodge: 1.2 defense/generic against most enemies, up to 3.6 defense/generic against things that don't really matter and even then 3.6 defense per point is still pretty bad.
Halfling/ Militant Mind: At best, it's 15/5 = 3 physical power, mindpower, and spellpower per generic, and that's with the full 5 foes in view. Compare that to weapon masteries which, depending on talent mastery is 6 or 7 physical power, and a multiplier to weapon damage, and it works just as well with only 1 foe in view.
Halfling/ Indomitable: 8 turns of stun immunity is not enough to justify not getting 100% stun immunity on your equipment, so you end up getting 100% stun immunity anyway.
Halflings basically got shafted in the racial talents department.
Higher/ Born Into Magic: At 5/5 the effects are trivial except maybe if you're a spellcaster about to do Gorbat. On the other hand, spellcasters don't really care about anything because they're almost all so gosh darned powerful.
Halfling/ Duck and Dodge: 1.2 defense/generic against most enemies, up to 3.6 defense/generic against things that don't really matter and even then 3.6 defense per point is still pretty bad.
Halfling/ Militant Mind: At best, it's 15/5 = 3 physical power, mindpower, and spellpower per generic, and that's with the full 5 foes in view. Compare that to weapon masteries which, depending on talent mastery is 6 or 7 physical power, and a multiplier to weapon damage, and it works just as well with only 1 foe in view.
Halfling/ Indomitable: 8 turns of stun immunity is not enough to justify not getting 100% stun immunity on your equipment, so you end up getting 100% stun immunity anyway.
Halflings basically got shafted in the racial talents department.
Re: Racial modifiers to talent trees
Yeah, I'd like to do a quick halfling racial rebalance and submit it to Darkgod one of these days
They really got the shaft on racial talents.

Re: Racial modifiers to talent trees
Good point. Here are some ideas for redoing the racial talents.edge2054 wrote:Yeah, I'd like to do a quick halfling racial rebalance and submit it to Darkgod one of these daysThey really got the shaft on racial talents.
Militant mind should instead give +critical multiplier for foes that are in sight. I think 7*talent level + 7*(number of additional foes in sight (determined like militant mind))% would be pretty powerful.
Duck and dodge should give a boost to accuracy for the halfling as well when he attacks a creature with a higher size category, and the boosts to defense and accuracy should be higher. May not be a good talent for every halfling, but it will at least be desirable.
For indominable, it should be a sustain that grants resistance to stuns, dazes, and pinning. When its deactivated (whether voluntarily or not), it clears any stuns, dazes, and pinning and makes you immune to them for X turns. Talent points increase resistance and duration of the immunity, and reduce cooldown.
Re: Racial modifiers to talent trees
My thought was...
Militant Mind - What it does now + saves.
Duck and Dodge - Also increase accuracy or just double the bonus.
Indomitable - Clears active effects as well as granting free action.
I like your idea on Indomitable. I think your Militant Mind suggestion might be too powerful.
Militant Mind - What it does now + saves.
Duck and Dodge - Also increase accuracy or just double the bonus.
Indomitable - Clears active effects as well as granting free action.
I like your idea on Indomitable. I think your Militant Mind suggestion might be too powerful.