Adding class-specific talents to the antimagic quest would be very useful for low-mindpower classes, as well as adding more flavour to all 11 classes that it is available for.
My idea:
Add one more talent tree for each of the 11 classes that can get antimagic. It would be a lvl 10+ tree that used class points and interacted with the class's core abilities.
(note: not necessarily in order)
Bulwark: (Str requirement)
- shield can block the damage type of your current resolve effect
- manaburn damage on shield strike
- counterstrikes disrupt spellcasting
- ???
Berserker: (Str requirement)
- ???
Archer: (Dex requirement)
- +ranged manaburn damage
- something against melee casters
- something for mobility
- ???
Brawler: (??? requirement)
- ???
Rogue: (Cun requirement)
- Shadowstrikes deal extra damage to casters
- deflect projectiles vs. spells while in stealth (or out of stealth?)
- poison that deals manaburn damage, disrupts spellcasting
- ???
Marauder: ???
Summoner: (WIL based)
- Antimagic summon (rebranded Wild summon)
- extended benefits of shield, resolve etc... to summon at weaker power
- ???
Wyrmic: (WIL based)
- breaths can silence?
- ???
Cursed: (WIL based)
- Gloom bonuses
- ???
Doomed: (WIL based)
- Shadows boost
- Creeping Dark boost
- ???
Mindslayer: (WIL based)
- Shield boost (more damage types?)
- conduit deals manaburn damage
- leeched reduce resources
- ???
I may get around to coding up some of this, but I need more good ideas first.
Class-specific antimagic trees
Moderator: Moderator
Re: Class-specific antimagic trees
you might want to split it by classes only instead of subclasses. making 11 trees is hard an can take lots of time. making archers and bulwarks a bit different is fine but remember this can be a lot of work. For the idea in general I think another high tier quest for anti magic would be nice. So perhaps attack the mage city or something like that. Also remember that you have to level 10 to get anti magic, So these might work better as level 20 trees.
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?
Re: Class-specific antimagic trees
Honestly I think this opens the door for rework on antimagic anyways, which imho is something that's needed. What with 40 generic points to spend antimagic very suddenly becomes a huge drain on any class that takes it- much less any class with low mindpower to fuel the powers.
Making the custom antimagic trees would help resolve this issue if only because they augment the powers of the class that takes antimagic. But yeah I think Goblinz idea of doing it by "superclass" is an easier on development and thematically justified idea.
Warriors, rogues, wilders, and afflicted would each get their own.
Making the custom antimagic trees would help resolve this issue if only because they augment the powers of the class that takes antimagic. But yeah I think Goblinz idea of doing it by "superclass" is an easier on development and thematically justified idea.
Warriors, rogues, wilders, and afflicted would each get their own.
Re: Class-specific antimagic trees
Why not just remove the mind power dependence? Or allow scaling with both physical and mind power. I don't see how a tree can be considered "generic" when it requires stat points to invest in and be powerful.
Not that Antimagic couldn't use some attention. The talents seem awkward and in some ways inferior to the new antimagic egos.
Not that Antimagic couldn't use some attention. The talents seem awkward and in some ways inferior to the new antimagic egos.
Sorry about all the parentheses (sometimes I like to clarify things).
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Re: Class-specific antimagic trees
Why not modify existing skill trees when you get antimagic? Add some new properities to some existing talent trees
And mind power is crucial, we need more ways to make willpower\cunning useful for melee character nor less
And mind power is crucial, we need more ways to make willpower\cunning useful for melee character nor less
Re: Class-specific antimagic trees
That would work if you gave some indication of it (eg: look at your skills, some of them have been imbued with antimagic!). IMO, adding a skill that is purely a passive synergy would do that more simply, while allowing totally new talents as well.Strongpoint wrote:Why not modify existing skill trees when you get antimagic? Add some new properities to some existing talent trees
Most generic trees scale with one stat (Celestial/Light, Techniques/Field Control, techniques/Conditioning, and about half of the others), so I don't mind having the main antimagic tree scale with mindpower, I mostly want some reason for the physical power classes to take antimagic beyond stamina recovery (which IMO seems tacked on for that reason.)bricks wrote:I don't see how a tree can be considered "generic" when it requires stat points to invest in and be powerful.
Re: Class-specific antimagic trees
I... rag on AM quite a bit, due to losing arcane access, but the talents themselves are almost universally incredibly solid. Well, the actual antimagic tree, in any case. Resolve, AM shield, and silence are all excellent, though I haven't used clash enough (at all, actually
) to make a verdict on that'un. Slime tree's kinda' spotty, fungus is still AHAHAHAHA though no longer AHAHAHAHAHA and I haven't gotten around to getting mindstar mastery on a class that can actually use it worth a flip (Why do slayers not start with you, my preciouuusss).
Anyway. Stat scaling is with mindpower mostly because that's kinda' what nonphysical equilibrium talents runs off of, and the only particularly physical AM tree is slime (and that's debatable).
Skill tree modification sounds kinda' elegant, if it's not mechanically troublesome. Not sure what it'd mess with, though, and what for which classes.

Anyway. Stat scaling is with mindpower mostly because that's kinda' what nonphysical equilibrium talents runs off of, and the only particularly physical AM tree is slime (and that's debatable).
Skill tree modification sounds kinda' elegant, if it's not mechanically troublesome. Not sure what it'd mess with, though, and what for which classes.
Re: Class-specific antimagic trees
I realize that it is consistent. I just don't know how often I can or want to stack stats to awkwardly pick up a talent tree that may or may not add a whole lot of depth to a build. If the idea is to inspire a variety of builds, I don't think it is working. I could be wrong. Maybe people like spending a bunch of stat points to invest in and successfully use a single category. My point is that you are trying to patch what I consider a design flaw (probably alone in this...) instead of addressing the design flaw.lukep wrote:Most generic trees scale with one stat (Celestial/Light, Techniques/Field Control, techniques/Conditioning, and about half of the others), so I don't mind having the main antimagic tree scale with mindpower, I mostly want some reason for the physical power classes to take antimagic beyond stamina recovery (which IMO seems tacked on for that reason.)
Anyway, adding a specific antimagic talent tree for each class (or similar classes) would mean that new players would need even more special knowledge to make an informed decision about choosing the antimagic route. And more generic points.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Class-specific antimagic trees
Note that darkgod is planning on cutting the weapon/dagger/archery/armour mastery skills from 10 points to five in the next build, while keeping the total bonuses the same. That ought to free up at least 5 generic points on all non-caster builds.