Bringing doomed up to snuff for 1.4 and beyond

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

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

Re: Bringing doomed up to snuff for 1.4 and beyond

#16 Post by bpat »

1.4 Doomed is definitely an improvement, but it can be even better! From my experience playing it on 1.4, here are some places for further improvement.

One With Shadows sucks, I'd probably take 5/1/1/0 in Advanced Shadowmancy over 5/5/5/5 in this category. Shadow Empathy should get to around 50% because it takes a turn and has a long cooldown, or just make it instant. It'll still be worse than Deflection anyway. Shadow Decoy should cost zero hate because it's awful and no other sustain costs any hate so it's the odd one out.

Fears is awkward, make it let you pick two fears to prioritize (other fears won't apply unless the target is affected by both already) so you don't screw yourself over by taking Tyrant to unlock Panic (seriously Tyrant's fears are bad).

Dark Gifts sucks. Rework/buff it or just get rid of the first two Cursed Aura talents in favor of other cool stuff because Ruined Earth and Cursed Sentry are actually really neat.

StarKeep's Darkness changes are cool, but if it's too much just consolidate the first two talents and add another talent, maybe like this.

Pitch Black
Cooldown: 25
Cost: 20 hate
Surround your target with radius 1 Creeping Dark and make its talents targeting non-adjacent tiles have a 10-20% failure chance per tile of Creeping Dark between it and the target tile.
My wiki page, which contains a guide and resource compilation and class tier list.

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