Making Block viable on Insane/Madness

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

Moderator: Moderator

Message
Author
HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Making Block viable on Insane/Madness

#16 Post by HousePet »

Shields already do an always active defence, its their stats. Block should remain as a tactical activate.
However, it should be possible to block an unlimited number of attacks per turn by default.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Making Block viable on Insane/Madness

#17 Post by bpat »

HousePet wrote:Shields already do an always active defence, its their stats. Block should remain as a tactical activate.
However, it should be possible to block an unlimited number of attacks per turn by default.
This sounds like a good idea since it would make the Eternal Guard prodigy less essential but still good. I'd be happy for some of the power of the prodigies and Riposte to be moved to the Block talent and available by default.
My wiki page, which contains a guide and resource compilation and class tier list.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Making Block viable on Insane/Madness

#18 Post by Doctornull »

bpat wrote:
HousePet wrote:Shields already do an always active defence, its their stats. Block should remain as a tactical activate.
However, it should be possible to block an unlimited number of attacks per turn by default.
This sounds like a good idea since it would make the Eternal Guard prodigy less essential but still good. I'd be happy for some of the power of the prodigies and Riposte to be moved to the Block talent and available by default.
The prodigy could also scale up powers which Riposte and Block also do.

Like, by default Shields could block their block value or 30% of an attack, whichever is more. With the Prodigy, that expands by +20% (to 50% of an attack). Perhaps Shield Wall expands that by another +10% at 5/5.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Isotope-X
Thalore
Posts: 129
Joined: Tue May 28, 2013 1:34 pm

Re: Making Block viable on Insane/Madness

#19 Post by Isotope-X »

The easiest way would be to make Block an instant activation, thus removing the need to sacrifice a turn to use it. Or, if that would be too powerful (as I suspect), perhaps it could take up half a turn or something along those lines.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Making Block viable on Insane/Madness

#20 Post by Doctornull »

Isotope-X wrote:The easiest way would be to make Block an instant activation, thus removing the need to sacrifice a turn to use it. Or, if that would be too powerful (as I suspect), perhaps it could take up half a turn or something along those lines.
Even with the current implementation, I can easily get a turn advantage by using Block.

I gave an example of how to do this up thread ;)
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Making Block viable on Insane/Madness

#21 Post by HousePet »

Reducing the cost of using Block, when the problem is that Block isn't worth using, doesn't help the situation.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Making Block viable on Insane/Madness

#22 Post by bpat »

Doctornull wrote:
bpat wrote:
HousePet wrote:Shields already do an always active defence, its their stats. Block should remain as a tactical activate.
However, it should be possible to block an unlimited number of attacks per turn by default.
This sounds like a good idea since it would make the Eternal Guard prodigy less essential but still good. I'd be happy for some of the power of the prodigies and Riposte to be moved to the Block talent and available by default.
The prodigy could also scale up powers which Riposte and Block also do.

Like, by default Shields could block their block value or 30% of an attack, whichever is more. With the Prodigy, that expands by +20% (to 50% of an attack). Perhaps Shield Wall expands that by another +10% at 5/5.
I like this, it makes the prodigies less essential but still great. I'd personally like to see the prodigies merged with Block able to tank an unlimited amount amount of hits by default like HousePet suggested, but unfortunately that seems unlikely.
My wiki page, which contains a guide and resource compilation and class tier list.

Post Reply