Solipsist Changes v2
Posted: Sat Nov 02, 2019 5:00 am
I had once started a thread about changing some Solipsists' talents, but the suggestions I made were horrible so I don't want to bump that up. I guess I will just start a new thread instead to organize some suggestions I have seen elsewhere and add a little bit of my thoughts.
For one thing, Solipsists' talent trees are very disjointed and it often appears to me they are just random trees got jumbled together and you call it a class. Even the themes of the trees are a bit random (and I vehemently dislike the ESP-themed Psychic Assault). No disrespect to the devs, back in 2012 (see this thread http://forums.te4.org/viewtopic.php?f=39&t=34089 about how the class was originally conceptualized) it was a class that people would feel excited about. But it is now 2019 and we now have much better designed classes than before, and looking into that thread you would see Solipsist has not been changed a bit for more than 7 years.
Synergy between trees
I don’t have much idea about how to make the trees work better together, but I happen to stumble upon a tree suggestion posted in Discord by Orange. I don’t know how many people would see it in Discord so I would post it here, seems very cool to me.
https://pastebin.com/SQSg0UyN
The dreams related trees are so bloated so I think at least Slumber and Nightmare could be combined into one tree to make way for this. Or just replace the Dream Smith tree with this tree
Trees
I will start by the tree that is universally considered as horrible:
Discharge
Just don’t make it break with movement. It is the show stopper of the whole talent tree. Some people think it would need to be redone entirely along with Feedback, I tend to agree but I can’t think of any good suggestions for it. At least this one should be an easy change so we could quickly see how much removing the movement limitation helps the tree
Dreamforge
The dream forge tree just has too low numbers to do anything (except for the forge shield talent, which I would elaborate a bit in the Talents section of this thread). They are actually good utilities so buffing the numbers would be all we need.
Thought-forms
A whole thread dedicated to this has been posted so let me just reference the post here http://forums.te4.org/viewtopic.php?f=39&t=47490
And please let me shoot talents through my thoughtforms, and vice-versa for bowman
Talents
Dismissal and Forge Shield
These are for chip damage reduction, but does Solipsist needs so many talents for damage reduction? Solipsist already has a built-in damage reduction from Solipsism, which pairs very well with Antimagic Shield. So Dismissal and Forge Shield seems a bit of an overkill in terms of chip damage reduction. However, when it comes to protecting Solipsist from being one-shotted, these talents do absolutely nothing. Also, Forge Shield seems to be more useful for sticking counterstrike to enemies rather than for damage reduction. So I would propose these changes to these talents
Dismissal: If an attack takes a substantial proportion of your HP (proportion decreases with your talent level) then you roll x% (x could be larger than 100) of your mental save against that attack’s power to dismiss it
Forge Shield: When you successfully dismiss an attack, for x turns you can mentally forge a shield whose block value is x times the damage of that attack. This functions exactly the same as block and enemy will be inflicted with counterstrike if the attack is fully blocked. This talent has a cooldown which decreases with talent level
Note that the above talents work better without Antimagic Shield, so these changes could make magic build compete with Antimagic ones. One thing I dislike about Solipsist is that it often forces people to take Antimagic for the Solipsism + Antimagic Shield combo
Other changes
Changing dream forge and nightmare damage type to mind damage
Maybe it is just me, but I feel the dream forge damage type quite annoying with the fire DOT. And why do we have darkness damage for the Nightmare tree? It is a mind class after all so just stick the damage type to mind for those trees. We don’t have much enemies with high mind resistance anyway so we don’t need the fire and darkness damage afterall, and they are too minuscule anyway.
Actually I think we could change all damage type to mind damage too.
Remove talent point prerequisite for Solipsism
Why do I need to be taxed with the solipsism threshold increase from Balance if I just want to take Clarity?
For one thing, Solipsists' talent trees are very disjointed and it often appears to me they are just random trees got jumbled together and you call it a class. Even the themes of the trees are a bit random (and I vehemently dislike the ESP-themed Psychic Assault). No disrespect to the devs, back in 2012 (see this thread http://forums.te4.org/viewtopic.php?f=39&t=34089 about how the class was originally conceptualized) it was a class that people would feel excited about. But it is now 2019 and we now have much better designed classes than before, and looking into that thread you would see Solipsist has not been changed a bit for more than 7 years.
Synergy between trees
I don’t have much idea about how to make the trees work better together, but I happen to stumble upon a tree suggestion posted in Discord by Orange. I don’t know how many people would see it in Discord so I would post it here, seems very cool to me.
https://pastebin.com/SQSg0UyN
The dreams related trees are so bloated so I think at least Slumber and Nightmare could be combined into one tree to make way for this. Or just replace the Dream Smith tree with this tree
Trees
I will start by the tree that is universally considered as horrible:
Discharge
Just don’t make it break with movement. It is the show stopper of the whole talent tree. Some people think it would need to be redone entirely along with Feedback, I tend to agree but I can’t think of any good suggestions for it. At least this one should be an easy change so we could quickly see how much removing the movement limitation helps the tree
Dreamforge
The dream forge tree just has too low numbers to do anything (except for the forge shield talent, which I would elaborate a bit in the Talents section of this thread). They are actually good utilities so buffing the numbers would be all we need.
Thought-forms
A whole thread dedicated to this has been posted so let me just reference the post here http://forums.te4.org/viewtopic.php?f=39&t=47490
And please let me shoot talents through my thoughtforms, and vice-versa for bowman
Talents
Dismissal and Forge Shield
These are for chip damage reduction, but does Solipsist needs so many talents for damage reduction? Solipsist already has a built-in damage reduction from Solipsism, which pairs very well with Antimagic Shield. So Dismissal and Forge Shield seems a bit of an overkill in terms of chip damage reduction. However, when it comes to protecting Solipsist from being one-shotted, these talents do absolutely nothing. Also, Forge Shield seems to be more useful for sticking counterstrike to enemies rather than for damage reduction. So I would propose these changes to these talents
Dismissal: If an attack takes a substantial proportion of your HP (proportion decreases with your talent level) then you roll x% (x could be larger than 100) of your mental save against that attack’s power to dismiss it
Forge Shield: When you successfully dismiss an attack, for x turns you can mentally forge a shield whose block value is x times the damage of that attack. This functions exactly the same as block and enemy will be inflicted with counterstrike if the attack is fully blocked. This talent has a cooldown which decreases with talent level
Note that the above talents work better without Antimagic Shield, so these changes could make magic build compete with Antimagic ones. One thing I dislike about Solipsist is that it often forces people to take Antimagic for the Solipsism + Antimagic Shield combo
Other changes
Changing dream forge and nightmare damage type to mind damage
Maybe it is just me, but I feel the dream forge damage type quite annoying with the fire DOT. And why do we have darkness damage for the Nightmare tree? It is a mind class after all so just stick the damage type to mind for those trees. We don’t have much enemies with high mind resistance anyway so we don’t need the fire and darkness damage afterall, and they are too minuscule anyway.
Actually I think we could change all damage type to mind damage too.
Remove talent point prerequisite for Solipsism
Why do I need to be taxed with the solipsism threshold increase from Balance if I just want to take Clarity?