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Moon Dancers

Posted: Thu Oct 04, 2012 6:17 am
by omni
Well, my coding class in college is going well, and I thought I'd take a shot at contributing something to Tome. So here's a rough draft of my pet project, moon dancers. Please, for the love of god help me figure out what I've stuck in here that's horribly game breaking :)
Coding work will obviously be going slow, because, well, this is me getting my feet wet!

In particular, any help with costs, recharge rates and scaling will be tremendously appreciated. There's a lot of interaction between corona, crit game (physical and spell), and such that I'd like to get at least close to right on coding.

Moon Dancer's
Intention: to create a thief type celestial class that plays off Anorithil critical game. Playstyle is intended to be stealth based battlefield setup, with dagger combat vs. lone enemies and PBAoE vs. groups. The player should be incentivized to dash behind "enemy lines" and back out quickly, and the class should feature battlefield setup/manipulation via bodies of stars/glyphs and high damage moments vs low damage moments.

Class Skills:

Technique/Dual Weapons tree
Technique/Dual Techniques Tree
Cunning/Stealth (locked)
Celestial/Eclipse (!)
Celestial/Glyphs (locked)

--Star Dancing
Twinkling Blades
Sustain, 20 light.
Your blades twinkle sharply in the night. Gain scaling physical crit chance (scales with spellpower AND dark energy)(5%...20%), but each foe beyond the first in sight reduces this bonus by (3%...15%) and instead gives +(5...20)(scales with spellpower AND dark energy) light damage to spells and dagger attacks. Each strike while active also gives you 10 light energy.

Shooting Stars
Sustain, 20 Dark, 20 cooldown
Every physical crit casts a shooting star bolt (costs 5 dark each) towards your target (which will travel past him, if he died). Deals (10...50) damage with an enhanced chance to crit. (+25%)(note, this procs corona)

Falling Star
Activatable, 12 cooldown 3..5 range, 15 dark
Summon a body of stars that leaps to your target. Activate additional talent comet's strike to detonate any body of stars for (50...200) darkness damage in radius 2 and take his place.

New Moon
Activatable, 30 cooldown 50 dark
The momentary dark before the New Moon confuses your foes. All foes forget their active target for a moment. (foes will likely target any active body of stars)

--GENERICS--
Technique/Combat Training
Cunning/Survival
Celestial/Chants (locked)
Celestial/Light (locked)
Celestial/Hymns

--Moon Dancing
Nightfall
Activatable, 30...15 cooldown,
The day dims, and you convert first 5..10 then 10..15 then 15...20, and then back down light energy into dark.

Body of Stars
Sustain (free)
You feel safest hidden beneath the night sky. When your dark is greater than light, you have a (20...50%) chance to evade an attack, dodging backward from your attacker and summoning a body of stars in your place, at the cost of 20 dark energy.

Nebulous Form
Activatable
Your form shimmers in the darkness, and you go incorporeal for a (3...8) turns. Note that this doesn't grant any way to breathe in your surroundings.

Supernova
Activatable, -100 light.
All existing bodies of star's detonate, doing 50...200 light damage in a radius of 2

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Concerns: TOO dissapearing/dodgy. We've got stealth tree, darkest light invisibility, and the ability to go incorporeal. Nightfall specifically (and intentionally) interacts with darkest light to extend it's effects for a LONG time if desired, though that does come at the cost of 50% damage. Will the player be capable of short fighting bosses too much, healing up, then restarting the fight, especially considering body of stars evasion?

Too much crit game. Imagine, stealth infiltration, hymn of moonlight immediate activate. Shooting stars procs in all direction, corona's going off everywhere, hymn of moonlight rays, more corona, you get the idea. Need to keep that balanced.

Or otherwise: 3 bodies of stars embedded in daikara type gathered packs, corona procs everywhere.

I'm hoping the resource management of light provided via melee, darkness being cyclically granted from light helps mitigate this.

Sufficient punishment of high light: This'll likely be a medium armor wearing stealthy capable melee fighter with native access to celestial/light and high spike damage initiates- we can't let him be a slog it out fighter.

Ehh, anyways, that's the basic mockup design!

Re: Moon Dancers

Posted: Fri Oct 05, 2012 3:37 am
by HousePet
Interesting.
I was thinking of one along similar lines, but mine is called Star Slinger. As it was going to be based around using a sling.
For resources I was thinking only negative energy, which would be generated only while in stealth.

Re: Moon Dancers

Posted: Fri Oct 05, 2012 7:04 am
by omni
I thought about running negative energy only.
I decided I'd be designing a celestial class that was eventually fully balanced and defensible, and quite good at running away, and hey look his stats work pretty well with celestial light especially considering itemization...

I quickly decided I needed to punish having light energy :)
I doubt I've got things tuned out perfectly in the design sketch, but true balancing comes with playtesting anyways. Gotta get mah talents working...

Re: Moon Dancers

Posted: Fri Oct 05, 2012 4:54 pm
by bricks
If you are looking for more ideas, just search this forum. A negative energy-only class has been suggested many times, including one that uses slings. Edge even had some work done on one (called Ithiltir or something like that) but stopped due to engine limitations on a central mechanic.

Oh, and my suggestion would be to start developing this class instead of trying to plan out every detail. Speaking from experience, the latter is a common trap.