Reworking Chronomancy ver 2

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

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Parcae2
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Re: Reworking Chronomancy ver 2

#91 Post by Parcae2 »

Looks awesome, as I expected.

My one qualm is that, based on your plans for PMs, they might actually be tankier than TWs. I would add some kind of melee defense - maybe a chance to swap places with one of your hounds or temporal clones when hit in melee, ignoring or possibly transferring the damage.

edge2054
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Re: Reworking Chronomancy ver 2

#92 Post by edge2054 »

I was debating some kind of parry but I'm not sure what to drop for it. Maybe something in blended combat or guardian.

Sradac
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Re: Reworking Chronomancy ver 2

#93 Post by Sradac »

oooh contingency.

Do we get CHAIN contingency where it can fire more than one?

Can we have Items go into contingency and not just talents?

Also you uh, spelled Contingency wrong :wink:
Last edited by Sradac on Thu Jul 10, 2014 3:45 pm, edited 1 time in total.

donkatsu
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Re: Reworking Chronomancy ver 2

#94 Post by donkatsu »

Haven't actually playtested yet, just looking at numbers and scaling.

Thread the Needle could stand to scale better. As is, the only difference between 1/5 and 5/5 is an extra 44% weapon damage on a 8 turn cooldown. Compare with Threaded Arrow which is an extra 69% weapon damage on a 4 turn cooldown, or Warp Blade which gains 37% extra weapon damage on a 6 turn cooldown and more than double the utility. Maybe cap the number of talents affected by the cooldown reduction, and have additional talent levels in Thread the Needle raise the cap. Or just give it a level 5 bonus that makes it reduce cooldown by 2 instead of 1.

Temporal Reprieve seems way too strong at the moment. It's cooldown reduction, healing, status removal, and free buffing turns all in one. It could use a shorter duration or longer cooldown or both. Compare with Time Stop which also gives free turns, trading cooldown reduction for the ability to apply debuffs and a little damage, but has only one-fifth the effect.

edge2054
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Re: Reworking Chronomancy ver 2

#95 Post by edge2054 »

Sradac wrote:oooh contingency.

Do we get CHAIN contingency where it can fire more than one?

Can we have Items go into contingency and not just talents?

Also you uh, spelled Contingency wrong :wink:
Are you talking about the screenshot or someplace else? I caught that one after I posted it.

As to your other questions I'd like to see how it goes as is before adding stuff too it.
donkatsu wrote:Haven't actually playtested yet, just looking at numbers and scaling.

Thread the Needle could stand to scale better. As is, the only difference between 1/5 and 5/5 is an extra 44% weapon damage on a 8 turn cooldown. Compare with Threaded Arrow which is an extra 69% weapon damage on a 4 turn cooldown, or Warp Blade which gains 37% extra weapon damage on a 6 turn cooldown and more than double the utility. Maybe cap the number of talents affected by the cooldown reduction, and have additional talent levels in Thread the Needle raise the cap. Or just give it a level 5 bonus that makes it reduce cooldown by 2 instead of 1.

Temporal Reprieve seems way too strong at the moment. It's cooldown reduction, healing, status removal, and free buffing turns all in one. It could use a shorter duration or longer cooldown or both. Compare with Time Stop which also gives free turns, trading cooldown reduction for the ability to apply debuffs and a little damage, but has only one-fifth the effect.
I have similar concerns about both of those talents. I'll look at the duration on Reprieve here in a minute and have been thinking about Thread the Needle. A one talent per talent level cap would probably fit well.

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Re: Reworking Chronomancy ver 2

#96 Post by Sradac »

hah ok yeah it was the screenshot. Just unzipped, going to check it out now

Sradac
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Re: Reworking Chronomancy ver 2

#97 Post by Sradac »

Looking cool so far.

Is there a reason Stop and Slow are gone?

One of the ideas I posted in the original thread (no pun!) for this was a talent whose basic idea was, you manipulate the fabric of space around your wounds, then stitch that fabric closed forcing your wounds shut.

In sense, it's just a talent that heals X amount over Y turns but its thematic. Would like to see that for paradox mage just for a bit of survival. Body reversion is fine, but a regen would be nice.

Maybe at high levels you know how to do the reverse, forcibly stretching the fabric apart in a location which can hurt enemies. In effect it becomes a targetable talent so when used on yourself its a regen, but if used on a target it does temporal damage over time. That way it gives nice utility, if you dont need health you can just throw a DoT on an enemy.

edge2054
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Re: Reworking Chronomancy ver 2

#98 Post by edge2054 »

I put a regen effect in one of the Paradox Mage trees and Invigorate gives some life regen now instead of stamina regen.

Here's the doc for PMs. https://docs.google.com/spreadsheets/d/ ... edit#gid=0

It's under the life tree and it was probably influenced at least in bit by your idea ;)

Oh and yeah, slow and stop have been replaced by time dilation and time stop. At some point in PM development PMs had a huge lack of direct damage so slow and stop got extra damage tacked on. Originally I had wanted to do something more like time dilation and time stop but I had much less idea of what I was doing so was restrained to a lot of copy and pasting.

In other words I just wasn't really happy with them. They still exist in the code base but Speed Control is a lot more utility focused now. Very powerful utility, but utility anyway.

PMs will have more direct damage options once I finish them up :)

Sradac
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Re: Reworking Chronomancy ver 2

#99 Post by Sradac »

oh my god temporal warden is amazing. I always loved them, they were fun to play, the first class I made it to the east with and unlocked doomed on that same character, they had great lore and a fun concept. all around great.

But now?

Temporal Freaking Hounds.

I REALLY feel like a time cop now!!!!!!!!!!!!!

astreoth
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Re: Reworking Chronomancy ver 2

#100 Post by astreoth »

yeah the class is amazing did notice a bit of a problem though the class may let you use magic for strength but not for strength requirements so yeah should probably do something about that so that the class can use swords late game.

SageAcrin
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Re: Reworking Chronomancy ver 2

#101 Post by SageAcrin »

If you can use Magic for Strength, does it even need Strength requirements?

Maybe it should go Dex/Mag.

Incidentally, I tried to brainstorm ways to break Contingency horribly with some friends, and the best thing I think we came up with was using it on a Necromancer for Contingency Forgery of Haze. It seems pretty balanced, despite the hilarious concept.

(Though, there's one thing I'm uncertain on; Does it work on Timeless? Because that could get silly.)

astreoth
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Re: Reworking Chronomancy ver 2

#102 Post by astreoth »

yeah the class does work with mag/dex and daggers but considering how strength is useless on this class and how I'd really like to use sword and dagger like I should be able to would prefer if it was fixed

edge2054
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Re: Reworking Chronomancy ver 2

#103 Post by edge2054 »

I updated the branch with some feedback I've been receiving.

Notably I nerfed Temporal Reprieve duration and gave it a scaling cooldown, let Thread the Needle reduce cooldowns by 2 at tl 5 (the scaling idea I couldn't think of an easy way to do with archery_onhit), and let Strength of Purpose substitute equipment requirements so people can use swords :)

donkatsu
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Re: Reworking Chronomancy ver 2

#104 Post by donkatsu »

Hm, why can't I use Temporal Reprieve as my Contingency spell? That seemed like the obvious first choice to me, but it's not showing up in the menu.

edge2054
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Re: Reworking Chronomancy ver 2

#105 Post by edge2054 »

It checks on_pre_use. I saw it on another effect and thought it was a good idea.

I'll move the check into the trigger instead of the cast.

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