I find stunning blow to be plenty interesting. You might be confusing what 'player skill' really means when it comes to Execute... On higher difficulties you either execute successfully or you don't, you don't risk sloppy executes and leave yourself open to 200% counterattack. Focusing gear on HP regen? I find the game dev forcing me to stack HP regen gear to be too BORING and no player skill involved. Oh I know I'm doing it wrong with fresh sub 10 marauder not having GWF/flurry.
There's theorycrafting, and then there's I am being trolled...
good day everyone, I'm done here ``
Edit1: I forgot! the discussion on making room with warshout just so you can death dance properly implies that there are restrictions with the move, so I don't get why suddenly there is no restriction anymore?
Fortescue wrote:Lets start with the most interesting bit first:My qualifications are that I started playing ToME 3 weeks ago and got a Berserker to level 15 before deciding it was dreadfully dull and could be so much better. It didn't die, I just didn't think the class was very fun and was not compelled to find out how much more interesting bumping into things could get in ToME, so I stopped playing and started designing an improvement.Second, I am not new to roguelikes, I've ascended three 7 conduct tourists on alt.org/nethack back in 2010, the 7 conducts combination(AIPPWAG) are special in the way that you cannot 'cheat' your way into uber gear, and of course no bones, no pudding farming for those who play NH. I was in the the middle of 10 conduct(same mentality) tourist before I lost interest, the save file is still there. So I am not some random newb looking for simplification and dumbing down of the game, lol
Here we are todayMy experiences indicate that no one here is going to judge your ideas or opinion on your "gamer cred", doing so would simply be a form of the "appeal to authority" logical fallacy.
Stunning Blow is for real the most boring skill left on Berserker after my initial revisions were done. It was also overpowered with its old duration. Lowering the CD was primarily to give more opportunities to press buttons, after all there is no guarantee you will chain stun anything, or even that using it every time the CD is up would be the best move now that you have 2 skills with NO cooldowns that would always be available. More buttons doesn't necessarily mean "better" gameplay, but in this case it means more player choice than rolling your face across 1-x keys and then spending the next 10 turns bumping into thing / running away before performing another faceroll.
Execute needs a drawback or there is no element of player skill in the talent. It is your strongest attack, by far, and you need to have a good gauge on how much damage you're going to do with it before you commit to using it. From a design perspective this is accomplished by both guaranteeing it will be a critical hit, and gauranteeing you will ignore x armour, making the damage consistent across multiple uses vs. many different types of enemies. The old drawback was really awkward because it cost you so much Stamina that using it to finish 1 enemy in a group could leave you without any Stamina to continue fighting, though maybe that wasn't as big a deal back when all you had to do w/ Berserker was bump into things and press Stunning Blow when it came up every 6 turns. I'd rather you expose yourself to 1 strong attack than be left without any Stamina in the new Berserker. Maybe a 200% Counterattack is too harsh... but if it gets people killed DarkGod will probably like itI don't think skilled players will have any trouble figuring out the right times to use it though, given how consistent I made the damage. Really all the penalty does is keep you from spamming it with no chance at all of killing something, which lets me lower the cooldown on it.
New Berserker Fury (since renamed to Rage I think... I forget) is a proper Sustain now. It won't stop you from fighting by running you out of Stamina, but it does help direct players towards focusing their gear on HP Regen, which will be a lot easier to start getting now that Bloodthirst is becoming a basic (unlocked) category. With enough HP Regen from items or Combat Veteran passives you won't ever need to turn it off anyway.
Then you're doing it wrong. Try maxing out Flurry + Greater Weapon Focus to do game breaking damage (according to Shibari, resident expert player / dev). Dual Wield is /far/ superior to 2H for raw damage output.
Finally, you will gain no ground with me by suggesting bumping into things as your primary method of combat is ever superior to "microing, thinking, and meticulous planning". If you don't like pressing buttons, ToME may not be the game for you. It has always been my impression that the goal of ToME is to make combat more interesting than other roguelikes by offering everyone, even the Warrior classes, more to do than just bump into things.