Prodigies that still need buffing

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HousePet
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Re: Prodigies that still need buffing

#16 Post by HousePet »

Davion Fuxa wrote:Unbreakable Will: Confusion and Silence aren't THAT big of a deal, and a Wild Infusion or Frozen Spear is usually more then enough.
Silence is a big deal if you are a pure spellcaster and I thought silence blocks runes?
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Davion Fuxa
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Re: Prodigies that still need buffing

#17 Post by Davion Fuxa »

HousePet wrote:
Davion Fuxa wrote:Unbreakable Will: Confusion and Silence aren't THAT big of a deal, and a Wild Infusion or Frozen Spear is usually more then enough.
Silence is a big deal if you are a pure spellcaster and I thought silence blocks runes?
True, Silence would block Runes - Frozen Spear is more for Confusion. I also have to say my Spellcaster experience is mostly limited to the Anorithil which of course has much more health then other Spellcasters. But from that experience I have to say I found Relentless Pursuit quite helpful when it came up.

Come replies then to Prodigies indepth:

I personally don't care for Anti-Magic myself, but I don't consider going Anti-Magic 'bad'. It's a different playstyle, and Superpower and Windtouched Speed are different Prodigies that appear to offer something to it.

In consideration for Mental Tyranny - I don't know what the damage capabilities of Mind Damage based characters are but if there are any with the lacklustre capabilities in that department then this can help them out. Probably I should have colored this one blue because I really don't know much about them outside of just Wyrmics - or even what the other Mind Damage based characters outside of Wyrmics exist (odd, since by this point I've almost Let's Played them all).

The thing about Garkul's Revenge to note is that it is simply MOAR DAMAGE. I have limited memory but Elandar comes to mind as an example where his tight defenses can do quite well if your damage isn't high enough to cut him down - not everyone is going to be my Higher Anorithil where Temporal Form would likely be better. I also have several (if not a clear majority) deaths in the 2nd part of the game to Orcs - mostly because I didn't do enough damage to kill said Orcs.

Also for Draconic Body - it's a lot safer then Cauterize for helping to pull your butt out of the fire. The 40 turn cooldown doesn't seem too long when it has no real drawback like Cauterize does and can potentially save you from YASD if you recognize that it triggering could mean you are really close to dying.

Also on Scoundrel from Tricks of the Trade - I agree that it is the selling point (unless your a Stealthed Rogue/Shadowblade), but I figure as nice as say Misdirection you still have to make room for Talent Points for it which is a bit of a drawback on it.
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Re: Prodigies that still need buffing

#18 Post by Davion Fuxa »

I finally have time to actually comment on what this thread was initially about!

Legend:

Red Colored Prodigies I don't think should get changed and just left as is.
Purple Colored Prodigies I'm against changing the core basis of the Prodigy.
Green Colored Prodigies I have no real concerns or objections to suggested changes.
Black Colored Prodigies I agree should be changed but have ideas that take it in another direction.
Blue Colored Prodigies I withhold comment on.
Pink Colored Prodigies I think should be merged with other Prodigies.

Roll With It - Given that Physical Damage is probably not that big of a threat, Replacing or Adding All Resist/All Resst Cap over Physical Resist seems it could help Defensive Prodigy.
Windtouched Speed - As Stated before, this is a decent Prodigy by the looks of it for characters that went Anti-Magic. However, I'm actually not against it getting buffed more with increased Movement Speed as this can help to further combat the Anti-Magic Playstyles lack of Mobility.
Armor of Shadows - A complete Damage Reduction sounds extremely useful.
Corrupted Shell - If the Blight Damage Affinity is very light then it would be a nice little addon to this 'shore up everything overall buff'.
Aether Permeation - Maybe make it so that Arcane Resistance = All Resistance instead of just 66% of All Resistance = Arcane Resistance; then have some lighter conversion for the other Resistances to All Resistance. I do think Arcane should remain the focus here.
Revisionist History - Don't think we need to change this one to have a 1-shot avoidance ability - people can get Cauterize or Draconic Body instead for that. This is more for players who want to rely on their foresight to avoid dying.
Garkul's Revenge - This is strong enough as is and doesn't really need to be changed. If you need MOAR Damage - not a way to bypass Resistances or Penetrate them, this will be of use to you.
Lucky Day - I'm not against this making Criticals inflict more damage. That could potentially make it beneficial to more then just Halflings looking to make use of their Racial Talent..
Elemental Surge - No Comment
Fast as Lightning - As long as Windtouched Speed has a bigger bonus, I don't mind Fast as Lightning picking up it's own small Movement Speed bonus.
Secrets of Telos - No Comment
Tricky Defenses - A Percentage reduction could make Antimagic Shield useful for actually reducing damage.
Worldy Knowledge - No Comment

I Can Carry The World - Would it be too far out of the box to say make this Prodigy nullify a flat percent chance of everything your Physical, Mental, and Spell Save would help block? Maybe like a 30% chance that if something tries to Confuse you - you make a check to see if your Mental Save prevents it, then you add this Prodigies flat percent chance to your Confusion Immunity Percent chance and see if that prevents it.
Massive Blow - Alone, I don't think Massive Blow can be shored up enough to make it compete. It's similar to You Shall be My Weapon however, and both of those Prodigies combined into a new Prodigy that might.
Superpower - Increasing the Willpower Modifier a bit more sounds fine because it caters to more playstyles and makes Anti-Magic more worth pursuing.
You Shall Be My Weapon - Alone, I don't think You Shall Be My Weapon can be shored up enough to make it compete. It's similar to Massive Blow however, and both of those Prodigies combined into a new Prodigy that might.
Giant Leap - Giant Leap is deceptively powerful. It's a Ghoulish Leap with a static Range of 10 that will do a 3x3 AoE for 200% of your Weapon damage and Daze everything you hit for 3 turns. When using this myself on my Halfling Rogue winner I was able rapidly move down Charred Scar or jump around The Sanctum to close the portals, run away from a fight I was losing, immediately injure a chunk of the welcoming parties at the start of the Orcish Prides, or help keep my Rogue in hot pursuit of running Enemies.
Draconic Body - I think the cooldown is fine at 40 since it's a 'saving grace' type of Prodigy much like Cauterize but without any real drawback. Not sure what else you were proposing, but I will say this - I'm for merging Cauterize's concept with Draconic Body if it has generally has no negative consequence outside of the long cooldown duration if that's sort of the direction you thinking of. Like if for example Draconic Body will heal you 40% health or to 1 hitpoint if that is greater, I'm good for the chance.
Arcane Might - Maybe make it so that you also gain Mana, Reduce Paradox, or gain Vim to help shore it up some more as well; along with a Magic Damage Modifier on Weapons.
Unbreakable Will - Remove the Cooldown and grant total immunity to Mental Effects.
Endless Woes - No Comment
Tricks of the Trade - Maybe make it so that it sort of acts like Legacy of the Naloran - have it dump 1 Talent Point each on Lacerating Strikes, Scoundrel's Strategies, Nimble Movements, and Misdirection (and yes it stacks if you are a Rogue and have maxed out all of those Talents)

*****

And finally we come to Massive Blow and You Shall Be My Weapon....

This is more or less inspired from the Bowling Bash idea from Ragnarok Online where you essentially 'bowl' an enemy into another enemy; but with a combination of Massive Blow and You Shall Be My Weapon.

The new Prodigy would more or less hit enemies much like the original Prodigies would (In a line directly away from the player character) but it would directly interact with enemies enroute. Positioning would still be essential in order to get the most out of the new Prodigy - which along with the total lack of Utility would result in a great detriment when compared to Windblade or Giant Leap, but justifies it having much higher damage then either of those Prodigies when you pull it off.

For Prerequisites I would take Massive Blows 50k damage with Two Handed Weapons and Dig 30. The New Prodigy would act as follows:

To the Initial Enemy:
250% Weapon Damage
(#) Tile Knockback for Initial Enemy away from the player character and be Stunned.
OR
If Initial Enemy encounters a Wall before reaching (#) Tiles, it takes another 250% Weapon Damage, removes the Wall, and be Dazed.
OR
If Initial Enemy would encounter another enemy before reaching (#) Tiles, Initial Enemy will travel (X - 1) Tiles to that enemy, take 250% Weapon Damage, be Stunned, and displace that enemy.

The the Displaced Enemy:
250% Weapon Damage
(X) Tile Knockback for Displaced enemy away from Initial Enemy and player character and be Stunned.
OR
If Displaced Enemy encounters a Wall before reaching (X) Tiles, it takes another 250% Weapon Damage, removes the Wall, and be Dazed
OR
If the Displaced Enemy would encounter another enemy before reaching (X) Tiles, Displaced Enemy will travel (Y - 1) Tiles to the enemy, take 250% Weapon Damage, be Stunned, and displace that enemy.

This lovely domino chain would continue until the Maximum (#) Tiles gets reached. Also note, I assume that this could be a skill that could have a Range of 6 Tiles. However, as a tribute to 'You Shall Be My Weapon', each size category over 'big' you are will give you 1 additional Range on the Prodigy. Each size over 'big' could also grant a small increase in Weapon Damage too.

Also, I'm sure the Weapon Damage can be tweaked, but one thing to throw in before tweaking them - Windblade in comparison causes 320% damage to 'everything in a radius of 4 around it'. For this Prodigy you would need to line yourself up to hit a row of enemies or a wall behind them. Positioning and Utility is going to be the main limit to the high damage output you might be able to produce with this new Prodigy.

There is also the issue of the empty Strength Prodigy slot as well. I don't have any ideas for a new Prodigy, but as a solution if none can be thought of - simply remove 5 of the more Lacklustre Prodigies from the list (maybe 1 from each of the other Stat Prodigies, but for example, you could move 'Through the Crowd' to Cunning Prodigies and then remove 2 Cunning Prodigies instead of removing any Dexterity Prodigies).
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grobblewobble
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Re: Prodigies that still need buffing

#19 Post by grobblewobble »

bpat wrote:Steamroller: If you're killing stuff in 2 turns already you don't need an offense prodigy. Bonus points for being fun.
On normal difficulty I think Steamroller is great and this argument isn't valid. You don't to be able to kill most monsters in 2 turns. The trick is that once you start chain Steamrolling, you constantly deal +100% damage. The question is whether you can keep killing monsters in 2 turns after getting that +100% damage boost, not before. If you can, then you can keep chain murdering with steamroller once you get started. You can kill the weakest monsters first to get started, or use your best damage talents.

Of course you need some weak monsters around for this to work, so it's not unconditional. But I found it to be pretty amazing in the right circumstances (clearing orc ambushes, for example).

supermini
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Re: Prodigies that still need buffing

#20 Post by supermini »

Parcae2 wrote:Here are some thoughts on prodigies that I rarely see people take, or feel the inclination to take myself:

Roll With It: Add some resist all and/or +max resist.
Maybe a 200% movement speed buff for 1 turn? So after 'rolling' you get a chance to reposition yourself.
Windtouched Speed: Add some substantial amount of movement speed.
This is probably fine as it is. Melee antimagic and melee wyrmics should get a lot out of it. Antimagic doesn't cut it very well on insane but that's a thing with antimagic, not windtouched speed.
Aether Permeation: Use either arcane resistance or regular resistance, whichever is higher
Used to be this way before it was nerfed, and it was judged to be too good (which it probably was). The special condition restricts it to archmages most of the time and 70% resist all plus aegis shields... But it's probably useless as it is.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers

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