So while rambling on about dynamic map effects I had the idea of a cloud of pollutant "corrupting" local wild life and the environment. I though this would be a cool idea to make a class around and after thinking around I figured there is enough content to make a new subclass. The "Tainted" (could probably use a more creative name) would be a vim using caster melee hybrid. I would include 4 trees from existing corruptions (blight, vim,disease and sanguisuge). I figured I could make some cool mutation talents that would fit into the theme of the class.
*Edit*
I now have a rough outline of tree I plan to use. Any idea are welcome, especially any ideas for mutations I feel the ones have currently aren't that creative
Environmental corruption
corruption spread --- while sustained clouds of corruption/taint will spawn around you. these will deal damage to your enemies
mental corruption --- when a taint cloud hits a non elite creature for the first time it has a chance to go hostile to everything around it or join your side (I may also modify the creature with mutations or something like that)
Terrain corruption --- there is a chance that a terrain tile may be "corrupted" which means that it will deal damage to your enemies. walls might turns to pools of taint which spread like water
Living Taint --- there is a chance that wall tiles become alive when tainted (blight golem or corrupted treant)
Tainted summons
Tainted seed --- inflicts a minor negative status effect. if the creature dies with this effect a taintling (weak summon) replaces it
Extol taint --- clears your self of Tlevel _ 1 (?negative)effects. For every 2 effects removed a taintling is summoned
Tainted skin --- for every blow that deals X damage a taintling is summoned
Taint other --- inflict a status effect on a creature (not sure what yet) when it expires and the creature is not elite it dies and a is replaced by a taintling
Taint usage
Congeal taint --- the target area consume all taintlings then summon a stronger variant (strength based of number of sacrifices )
Feed on Taint -- Target an area and destroy all taintlings. for each one destroyed you gain X health and at T level 3 you gain Y vim
*TODO* --- all the targeted taintlings explode for X blight damage
Powered by Taint --- consume targeted Taintling and gain some positive effect from it
Taint spreading
Tainted Tentacles --- Target creature. If the tile they are on is tainted they are pinned
corrupted Flame --- summons fire . they fire can spread but when it dies it leaves behind a tainted smoke which deals blight damage
corrupted trail --- For X turns leave behind a trail of taint. they taint spreads like water
Blight Ball --- Creates a pool of taint . The pool can spread
attack mutations
Fangs --- for each melee attack there is a chance to bite the opponent. Also you can use just the bite as a activated ability. At level 3 it can disease the target
Blight breath --- breathes a beam of blight that lingers for a few turns
extensible arms --- Attack a target X grids away. At level 3 it pulls them to you
tail --- has a chance to attack nearby creatures. at level 3 it adds poison damage
Utility mutations
hardened body --- improve resists (not sure which and maybe max con)
Spikes --- those who attack you are dealt damage
enhanced senses --- Activate for slowed projectiles and sensing is added at level 3
Adrenaline glands --- Activate for 1-3 turns of high speed. Any talents used incur an additional 20-40 stamina
Here is a few really rough tree ideas ---old
Melee mutaions
claws,fangs and any other attack mutations
Utility mutations
mobility/defense mutations (I had a specif idea for a sprint power)
Taint usage
A tree devoted to using taints - reduce saturation and cool downs and stuff like that
Afflictions
Nasty effects to taint the enemy (I had the idea of casting a dot on them and at the end it would summon a creature and deal damage)
Taint spreading
creating clouds of poison gas and corrupting the level and such. I figure a corrupted creature would have % chance to not attack the player to make this useful.
Personal Taint
tainted abilities centered around the caster that aren't mutations (leaving behind a trail of goo and stuff like that)
As you can see this is a pretty early idea but I suspect there will be code written for some of this within the week. Any ideas or suggestions are welcome
Class idea: Tainted
Moderator: Moderator
Class idea: Tainted
Last edited by Goblinz on Mon Apr 25, 2011 11:19 pm, edited 1 time in total.
Those who complain are just Volunteering to fix the problem
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
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hamrkveldulfr
- Halfling
- Posts: 84
- Joined: Wed Apr 13, 2011 6:43 pm
Re: Class idea: Tainted
It sounds like a great idea, i think the afflicted class has alot of potential for really interesting classes.
with the melee mutations it seems to me claws would make this another barehanded fighting class, with abilities like the ghouls. chances to spread disease with the hits, or specific strikes to spread them.
an amorphous body leads me to think they will have abilities like the dwarfs stonewalking. or even an extra limb for another weapon.
i can also see a rush/lunge type attack and some sort of auto-disengage fitting well.
another affliction i could see really differentiating this class is an affliction that causes berserk, attacking whatever is nearest, or even turning it to fight with you for some time.
the trail seems to be a skill that could end up being it's own tree, creating a defensive wall of sorts. maybe sort of a concentrated gloom.
whatever the choice, i am incredibly excited to see this come to fruition
with the melee mutations it seems to me claws would make this another barehanded fighting class, with abilities like the ghouls. chances to spread disease with the hits, or specific strikes to spread them.
an amorphous body leads me to think they will have abilities like the dwarfs stonewalking. or even an extra limb for another weapon.
i can also see a rush/lunge type attack and some sort of auto-disengage fitting well.
another affliction i could see really differentiating this class is an affliction that causes berserk, attacking whatever is nearest, or even turning it to fight with you for some time.
the trail seems to be a skill that could end up being it's own tree, creating a defensive wall of sorts. maybe sort of a concentrated gloom.
whatever the choice, i am incredibly excited to see this come to fruition
Re: Class idea: Tainted
Here is a fun idea I had for this class. This class would have various abilities that spawned weak creatures that are called "taintlings" for lack of a better name. there would be a whole tree devoted to various ways to summon them. these taintlings would then be fuel for more powerful abilities. My inspiration for this was detonate. One could use a talent to detonate some taintlings or another idea for a talent is to merge them together for a more formidable summon. this would allow me to effectively create a resource with out putting any strain on the system. For idea of what talent would be fueled by these creature I have the following
Blow up ---Aoe damage
Merge --- make a more powerful summon
drain --- sacrifice for health and/or vim
absorb --- give some buff that fits in with current class abilities
Blow up ---Aoe damage
Merge --- make a more powerful summon
drain --- sacrifice for health and/or vim
absorb --- give some buff that fits in with current class abilities
Those who complain are just Volunteering to fix the problem
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?