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Get rid of Anorithil escorts
Posted: Tue Apr 29, 2014 12:50 am
by Parcae2
They're just too disproportionately powerful, whether you're antimagic or a spellpower user.
Re: Get rid of Anorithil escorts
Posted: Tue Apr 29, 2014 12:58 am
by parcel
Or have them give glyphs ><
Yes, I know it's a class tree. Even rebranded as a generic tree and with free casting cost it's kind of a terrible tree.
I really like celestials overall so want to see their talents less liberally spread. Light tree >>>> Divination. Offering light tree to random reavers is like archmages offering aegis to temporal wardens.
Re: Get rid of Anorithil escorts
Posted: Tue Apr 29, 2014 1:14 am
by Davion Fuxa
I personally think the Anorithil Escort is fine and I like the idea of a suitable reward for doing a successful escort. I also wonder if the escort rewards for the Anorithil really are all that much more powerful then the others; I've actually found the Warrior to be my favorite escort.
Re: Get rid of Anorithil escorts
Posted: Tue Apr 29, 2014 8:40 pm
by bpat
Why not just make the other escorts better? Removing the Track escort is just a terrible idea for sanity reasons and Light is overrated anyway (maybe get the category on Reaver, Healing Light on everyone else).
Re: Get rid of Anorithil escorts
Posted: Wed Apr 30, 2014 2:15 am
by HousePet
I want more escortees too. I'll get around to coding more eventually.
Re: Get rid of Anorithil escorts
Posted: Wed Apr 30, 2014 5:55 am
by Doctornull
bpat wrote:Why not just make the other escorts better?
THIS THIS THIS.
Put Track on someone else, maybe the Loremaster, so Arcane guys have Track as an option.
Re: Get rid of Anorithil escorts
Posted: Wed Apr 30, 2014 3:38 pm
by parcel
If you need a random bonus for sanity reasons then your class needs to be rebalanced, is my basic opinion. Escort rewards should not make or break the build. Most rewards should probably be passives of middling to low value since many classes suffer from too many actives as it is.
Re: Get rid of Anorithil escorts
Posted: Wed Apr 30, 2014 6:29 pm
by Parcae2
Exactly. Track is too good, and for all the wrong reasons. There is no obvious solution to this problem, but randomly giving specific kinds of characters a way of detecting all monsters on a level clearly isn't the answer.
As for Celestial/Light, not only does giving this to all characters detract significantly from the uniqueness of Celestials, but I have never been able to understand the "it's not actually that good" argument. For the price of one infusion slot, you get a heal, a shield, a way of healing escorts, and a way of dealing with debuffs. Maybe the calculation will be different when they get rid of respeccing in combat, but for right now, it's a no-brainer on any spellpower class.
Re: Get rid of Anorithil escorts
Posted: Thu May 01, 2014 1:16 pm
by Shibari
Parcae2 wrote:Exactly. Track is too good, and for all the wrong reasons. There is no obvious solution to this problem, but randomly giving specific kinds of characters a way of detecting all monsters on a level clearly isn't the answer.
I don't think reasonable vision options should be strongly in the domain of specific classes. Rather, some classes should have some advantage with it, but items or escorts should be able to cover it by themselves in a pinch, and the odds of getting at least 1 solid option should be very good. I made a few 1.2 changes aimed at this:
- Merged Detection and Light wands into Clairvoyance and buffed their numbers considerably
- Removed the active on the Archer glove ego because it liked to eat the other much better glove actives, one of which is Track
- Added a few more chances for infra/etc on various egos
As for Light, I pretty much agree with the uniqueness point, but there isn't much to be done about it at this point. Conditioning is significantly better on my local repo (but not the compiled test version of 1.2), Chants is much better, but considering how much Light itself was buffed its still the clear winner for escort options.
Escorts probably need a significant revamp but I don't think that will happen for 1.2, and I don't think Light should be removed as a stopgap fix (strongly disagree that its anything like Aegis).
Re: Get rid of Anorithil escorts
Posted: Thu May 01, 2014 1:36 pm
by Mankeli
Parcae2 wrote:Track is too good, and for all the wrong reasons.
If track talent is too good it isn't made any worse by removing it from escorts. It just means it's rarer -but still as good.
I believe I've made my position regarding the good scouting talents in TOME very clear in the "overpowered random enemies" thread. I think all activable scouting talents are horribly tedious to use
especially in a game like TOME that have extreme damage spikes that can sometimes, although rarely, kill characters from full HP even in mid-end game and even in normal diffuculty. This, however, has nothing to do with escorts.
Re: Get rid of Anorithil escorts
Posted: Thu May 01, 2014 3:58 pm
by parcel
Right. The game for the most part just needs to guarantee that the player gets first action on sighting an enemy from autoexplore, and limit overpowered infravision to special bosses on special levels. If you can commit to the claim that you know of no enemies that you need to fight right now, the game should commit to giving you a minor privilege from resting up, taking a DEEP breath, and forging ahead. If you can't see through stealth and the enemy is never visible to you until a shadowstrike, then, well you may deserve to die. But, on the other hand, if you deserve to die by this path, then all talents which give a boost to stealth detection should give the boost passively or at the very least, passively while z-ing through, so long as the required resource can be recovered outside of actual combat.