Mobility, Survival, Field-Control, and Acrobatics

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

Re: Mobility, Survival, Field-Control, and Acrobatics

#31 Post by HousePet »

It is different to Beyond the Flesh in that it costs stamina and doesn't work if you stand still or attack.

Beyond the Flesh is an extra weapon hit every turn, this would just be a free attack while moving (or a free movement when attacking, depending on how you look at it).
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grayswandir
Uruivellas
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Joined: Wed Apr 30, 2008 5:55 pm

Re: Mobility, Survival, Field-Control, and Acrobatics

#32 Post by grayswandir »

HousePet wrote:Heave:
active, costs stamina.
Shove an adjacent creature 1-3 tiles in any direction. (possibly including behind you?)
This puts them off balance for 1-3 turns.
Scales with strength.
Ideally this'd be somewhat useful even against something with knockback resistance. Off-balance is a bit weak for this, but anything else is too strong, I think. :(
HousePet wrote: Feinting Stance:
sustain.
Adopt a deceptive defensive stance, increasing your defense.
Also, when you bump a creature, you trick them into swapping place with you instead of attacking.
This puts them off guard for 1-3 turns.
Scales with dexterity.
Swapping needs a stamina cost, I think, aside from the sustain cost (if any). I'd personally make it rather high (at least at low levels), just because this + movement infusion looks like a great escape mechanism.
HousePet wrote:Evacuate:
active, costs stamina.
Grab an adjacent creature and run with them up to 3-5 tiles away.
Scales with strength?
I'm not immediately fond of this, but I'd have to actually try it out. I'd favor some sort of movement talent that can only be triggered in certain circumstances - like you have to move to a space with no adjacent actors, or you have to be next to a wall, or something like that.
HousePet wrote:Battledance:
sustain.
Each time you step, you make a free attack at a random adjacent enemy.
These attacks cannot happen at a rate higher than you current global and attack speed would allow. (eg. movement infusion would not make you attack faster)
Swapping place via Feinting Stance would trigger this.
Each attack costs stamina and the damage scales with dexterity.
I'd prefer something not so melee based (for the archers!), or more directly about field control. I actually really like the talent, though, and think it'd be fine staying in.



Overall I really like it, though.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
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HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Mobility, Survival, Field-Control, and Acrobatics

#33 Post by HousePet »

Maybe Heave could daze if you shove an enemy into a wall (not if you use it on an ally though).

Not sure about restricting the use of Evacuate. Other than dragging an escortee out of combat or separating one enemy from the rest, it doesn't have much use.

I guess Battledance would work fine using ranged attacks too.
My feedback meter decays into coding. Give me feedback and I make mods.

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