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Small change to bloodcasting talent

Posted: Sun Dec 07, 2014 3:52 pm
by Strongpoint
Make it work with all arcane resources, not only vim. That will make the talent more interesting for adventurers and iron mail of bloodcasting may become rather interesting tool

Re: Small change to bloodcasting talent

Posted: Thu Dec 11, 2014 10:36 pm
by donkatsu
I know this seems really petty but right now the prodigies window looks really nice with how it's a perfect rectangle. If you added bloodcasting as a prodigy then it would be nice to either add it along with a full set of new prodigies for each stat, or replace one of the current prodigies that are neither powerful nor fun.

Re: Small change to bloodcasting talent

Posted: Fri Dec 12, 2014 8:21 am
by 0player
donkatsu wrote:I know this seems really petty but right now the prodigies window looks really nice with how it's a perfect rectangle. If you added bloodcasting as a prodigy then it would be nice to either add it along with a full set of new prodigies for each stat, or replace one of the current prodigies that are neither powerful nor fun.
What a nice thing we have a wealth of those.

Re: Small change to bloodcasting talent

Posted: Fri Dec 12, 2014 9:29 pm
by Doctornull
supermini wrote:We sorted out our disagreements over IRC.

Maybe it would be a good idea for a mod to delete this thread and a new one is started so that bloodcasting can be discussed without the baggage of the argument that takes up most of it.
Yeah mods have my permission to delete this debate.

(Obviously this is because I totaly won and I'm magnanimous in my victory.) ;)
donkatsu wrote:I know this seems really petty but right now the prodigies window looks really nice with how it's a perfect rectangle. If you added bloodcasting as a prodigy then it would be nice to either add it along with a full set of new prodigies for each stat, or replace one of the current prodigies that are neither powerful nor fun.
I actually agree that the aesthetic is pleasing, and I kinda wonder if this fact has prevented the creation of any new Prodigies.

So... maybe it would actually be beneficial to destroy the symmetry, since it could encourage new growth which was previously inhibited by aesthetic concerns.

Re: Small change to bloodcasting talent

Posted: Fri Dec 12, 2014 11:45 pm
by darkgod
All categories of prodigies must keep the same numbero of prodigies yes.
This forces people that suggets prodigies to get creative for all!

Re: Small change to bloodcasting talent

Posted: Sat Dec 13, 2014 12:20 am
by HousePet
Nonsense. Symmetry is bad in games. :P

Re: Small change to bloodcasting talent

Posted: Sat Dec 13, 2014 12:45 am
by donkatsu
Corrupted Shell seems like a good candidate for an idea like this. The current version is both weak and boring, and Bloodcasting Prodigy Edition even fits better into the flavor that is already assigned to it.

Re: Small change to bloodcasting talent

Posted: Sat Dec 13, 2014 1:25 am
by Doctornull
donkatsu wrote:Corrupted Shell seems like a good candidate for an idea like this. The current version is both weak and boring, and Bloodcasting Prodigy Edition even fits better into the flavor that is already assigned to it.
So it'd give the current passive benefits of Corrupted Shell, plus Bloodcasting as an active?

I could dig that.

Re: Small change to bloodcasting talent

Posted: Sat Dec 13, 2014 1:47 am
by HousePet
What is wrong with Hidden Resources that we need another bypass resource costs prodigy?

Re: Small change to bloodcasting talent

Posted: Sat Dec 13, 2014 2:58 am
by Doctornull
HousePet wrote:What is wrong with Hidden Resources that we need another bypass resource costs prodigy?
It's difficult for undead to unlock, maybe?

Re: Small change to bloodcasting talent

Posted: Sat Dec 13, 2014 4:05 am
by Red
A survive at negative HP item, a removal of all retaliation equipment, and a real weak foe. Done and done.

Re: Small change to bloodcasting talent

Posted: Sat Dec 13, 2014 4:47 am
by HousePet
Undead have killed lots of things while being near death. Should be automatically unlocked for them. :mrgreen:

Re: Small change to bloodcasting talent

Posted: Sat Dec 13, 2014 6:41 am
by 0player
I wouldn't say ToME skeletons and ghouls look fresh enough to be considered anywhere near their moment of death. They are pretty far away.

Re: Small change to bloodcasting talent

Posted: Sat Dec 13, 2014 12:47 pm
by donkatsu
There's nothing wrong with Hidden Resources and there doesn't need to be another prodigy that bypasses resource costs.

Then again there also doesn't need to be a prodigy that does nothing but passively increase a handful of very generic stats, so you can only really go up from there.

Re: Small change to bloodcasting talent

Posted: Sat Dec 13, 2014 6:59 pm
by Doctornull
donkatsu wrote:There's nothing wrong with Hidden Resources and there doesn't need to be another prodigy that bypasses resource costs.

Then again there also doesn't need to be a prodigy that does nothing but passively increase a handful of very generic stats, so you can only really go up from there.
This, basically.

I see nothing wrong with buffing an inferior prodigy by giving it an inferior (yet very thematic) version of Hidden Resources.

But I don't see anything wrong with buffing that prodigy in completely different ways, either.