Reaver unlockable tree

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

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Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Reaver unlockable tree

#16 Post by Razakai »

I really liked the ideas in this, and seeing as I'm a bit burnt out on my Necromancer addon I'm going to implement a version of these as part of a Reaver addon. I hope you don't mind me stealing your ideas! This tree has been coded, but I'm going to add some other stuff first before I release it.

Corruption/Rot
Infestation - Your body has become a mass of living corruption, increasing your blight and acid resistance by %d%% and blight affinity by %d%%. On taking damage greater than %d%% of your maximum health, the damage will be reduced by %d%% and a carrion worm mass will burst forth onto an adjacent tile, attacking your foes.
Path of Corruption - You merge with a carrion worm mass within range %d, moving to it's location, healing you for %d and restoring %d vim. This destroys the mass.
The healing will increase with your Spellpower.
Pestilent Blight - The blight damage dealt by you and your worms has a %d%% chance to cause the target to rot away, silencing, disarming, blinding or pinning them for %d turns.
Only damage greater than %d%% of their maximum health can trigger this.
The chance to apply this effect will increase with your Spellpower.
Worm Rot - Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal %0.2f acid and %0.2f blight damage.
If not cleared after five turns it will inflict %0.2f acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location.
The damage dealt will increase with your Spellpower.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Reaver unlockable tree

#17 Post by SageAcrin »

Yay, stolen and coded ideas! :D

Seriously, it is very nice to see someone do this; I've been having problems getting motivated to code my ideas due to IRL issues.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Reaver unlockable tree

#18 Post by Razakai »

I'll give it a run today/tomorrow, as it's basically just been written wholesale while at work (having a coding job helps, as from a distance it all looks the same on a screen...).
Some other things I've done is split Scourge into 2 trees - one is a basic tree with Rend that focuses on bleeding/physical melee attacks. The other is a new locked tree called Defiler that has some of the old Scourge skills but tuned up a little, and some stuff to further enhance melee. So that'll give Reaver 2 locked trees to pick from, an offensive and defensive one.

Some other thoughts for while I design:

- Is Plague balanced post nerf, or is it still crazy strong? If I end up improving Reaver but Plague is still overpowered, it might need tuning down a bit
- Are Curses any good? I know Hexes can be quite useful, but I'm wondering if they could do with a buff
- Do Reavers that don't get Light end up having little to spend generics on?

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Reaver unlockable tree

#19 Post by SageAcrin »

From my notes file on Curses;

Curses: Curse of Defenselessness is a save lowerer with a save check. So... that should probably be fixed. Curse of Impotence is solid but needs a reason to level it. Why are all curses 10 turns but Vulnerability 7? That's not necessary and looks weird.

I don't have a notes file on Plagues, which means I think it's in a good spot. :D

Reavers have enough places to spend generic-three categories+relevant combat training-but the issue is that the categories may be too weak on some talents. Blood Lock and Empathic Hex are really questionable talents right now, and hexes has some scaling issues outside of Burning Hex.

If you're interested, this is my entry on Hexes in a different, more thorough note set;


Hexes: Again, sort of bad at sidegradeing builds. Or...getting much interest at all.

Thoughts: What it should be doing is encouraging players to put heavy Generic investment in it for debilitation of crowds-granting you ways to slow down large areas of enemies easily.

Instead, it encourages extremely light investment. Burning Hex is definitely on the right track, and Pacification Hex is good in that there should be some low investment spells with a lot of kick, but the last two have real niche issues, and Empathic Hex is in the running for worst spell in the game for the player. (While still being really useful for enemies, more is the pity...)

Solutions:

A: Pacification Hex and Burning Hex, while good, could use more kick. Radius boost from (2 at all TL) to (2+TL/2, cap at 5). This is some of the largest area debilitation in the game, which really helps define their niche, and requires investment.

B: Remove Empathic Hex-Martyrdom is a better example of this niche concept anyways. Replace with Lethargic Hex, a Hex that inflicts (10 base, L5 25, cap at 35)% Slow over (2+TL/2, cap at 5) radius. With a 20 turn duration like the other Hexes, this is pretty amazing as a long term debilitating effect for a large crowd, and probably less dangerous to not notice than Empathic Hex was for the player(though not much!).

C: Give Domination Hex a "blast radius" low power confusion around the target of the same duration as the Domination Hex and the same 2+TL/2 cap at 5 radius as the other Hexes. Suggested power is (5% base, 20% L5, cap at 30%). This gives the spell interesting uses if the target is Instakill immune(as that confuse effect can still hit the target), and makes for a good area debilitation spell.

Foreseen niche: Well, Corruptors and Reavers get a bit better and more versatile, but I don't think 5 points for a 25% slow or 20% Confusion will break any records for usage, no matter how big the blast is or how long they last. The big thing is that this gives defensive mages-the types that often least need Celestial/Light-a very good mage option in universal generic, and gives Celestial/Light an offensive alternative for the more mixed mages. I don't forsee Arcane Blades or Archmages taking it over Celestial/Light, but I think it'll lead to some interesting builds.


I don't think Domination Hex's buff is necessary, so much as something interesting to try-it got pretty iffy feedback. The other two still seem like good ideas to me though.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Reaver unlockable tree

#20 Post by Razakai »

Right, implemented this at last over in http://forums.te4.org/viewtopic.php?f=50&t=42691. Let me know what you think.

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