Make Blood Lock useful

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HousePet
Perspiring Physicist
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Joined: Sun Sep 09, 2012 7:43 am

Re: Make Blood Lock useful

#16 Post by HousePet »

Something similar to Healing Nexus would be interesting.
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Shade
Cornac
Posts: 35
Joined: Sun Dec 22, 2013 3:04 am

Re: Make Blood Lock useful

#17 Post by Shade »

donkatsu wrote:You should not be running out of vim under normal conditions, and if an unusual situation pops up (manaclash), that's when you should be using Bloodcasting. Even if for some reason you run out of vim all the time and you ignore Bloodcasting, there are not many enemies that heal themselves. Of the ones that do, even fewer have strong healing options, what with their increased infusion cooldown.

As for Bone Shield Fungus Solipsist farportal bosses... if you have to go that far to find a use for Blood Lock then I believe that only supports my point.
I kind of wonder whether we're playing the same game here - cuz every time I've played a corruptor vim has been EXTREMELY tight. When one factors in the fact corruptor sustains are hugely expensive, one can easily blow through an entire pool's worth of vim killing two enemies at higher levels. Albeit taking only a drain or two (particularly if it crits) to fill the pool back up again.

Apart from that, yeah, the AI almost never uses blood lock to any worthwhile effect.

donkatsu
Uruivellas
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Joined: Mon Dec 12, 2011 4:33 pm

Re: Make Blood Lock useful

#18 Post by donkatsu »

Blowing your entire vim pool on two enemies sounds like a build issue to me, one that would not be helped with the use of Blood Lock. Use Willful Tormentor and Vimsense. The tools for not running out of vim are there. Even back before the Torment tree existed, my vim pool was generally full for the duration of Vimsense. Every single DoT is 7 free vim per turn. Every Flame is 28 vim. Melee attacks usually have ego damage or damage conversion tacked on, sometimes enough to fill your pool from 0 to max in just one hit.

Shade
Cornac
Posts: 35
Joined: Sun Dec 22, 2013 3:04 am

Re: Make Blood Lock useful

#19 Post by Shade »

donkatsu wrote:Blowing your entire vim pool on two enemies sounds like a build issue to me, one that would not be helped with the use of Blood Lock. Use Willful Tormentor and Vimsense. The tools for not running out of vim are there. Even back before the Torment tree existed, my vim pool was generally full for the duration of Vimsense. Every single DoT is 7 free vim per turn. Every Flame is 28 vim. Melee attacks usually have ego damage or damage conversion tacked on, sometimes enough to fill your pool from 0 to max in just one hit.
MAYBE things have changed in the not-too-distant-past. But...as far as I'm aware, vimsense increases the effective blight damage enemies take...making expenditures more efficient and increasing what is gained via drain (at the cost of 25 vim)...but does not in any other way help one regain vim. Whereas willful tormentor merely increases max vim. Which IS kinda necessary if one wants to use 90 point sustains...

The Revanchist
Uruivellas
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Joined: Sun Nov 03, 2013 12:14 am

Re: Make Blood Lock useful

#20 Post by The Revanchist »

I've had trouble with Corruptors before, mostly due to lack of Vim, but I won't disagree that the tools aren't there. Off the top of my head, literally every talent in the Sanguisuge tree, as well as Vimsense (in a roundabout way), and Willful Tormentor. All of those are pretty focused on making the most of your Vim...

But the Topic at hand is Blood Lock.We should be debating it. :)

Delmuir
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Joined: Sat Aug 24, 2013 5:55 am

Re: Make Blood Lock useful

#21 Post by Delmuir »

donkatsu wrote:Blood Lock is a cool talent in theory, but it currently does nothing for anyone. The AI has a habit of using it at the start of the fight, rendering its effect completely useless. Meanwhile, it's only useful to the player if a foe is healing faster than it is taking damage, and realistically speaking, that never happens, especially not on such offensive-heavy classes as corruptors and reavers. I'd like to see it gain another effect. Here are a couple of ideas that keep its uniqueness and stick to the "lock" idea:

1. Prevent the application of beneficial physical effects throughout its duration.
2. Stop skill cooldowns.

Both of these being rather powerful effects, the duration would have to be reduced to maybe half of what it is now.
I'm in agreement with the criticism but I'm not a fan of these solutions. It strikes me as too powerful, especially against melee characters.

I'm not sure if I have a great solution but perhaps you could make it a sustain that causes "x" percent chance of causing the current effect after causing damage with a spell. You'd also have to reduce the duration and the cap on the percent would have to be fairly low, nor could the ability stack. It'd have to wear off first...

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