making unstoppable be easier to get the most out of

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Zeyphor
Archmage
Posts: 399
Joined: Fri Jan 04, 2013 3:20 am

making unstoppable be easier to get the most out of

#1 Post by Zeyphor »

I've been thinking about unstoppable
it functions as amazing protection from getting oneshotted or overwhelmed, but only if you can see it coming
sometimes, you just don't care to carefully inspect every single enemy on every single turn and, after every single action, check every single enemy's buffs and debuffs, not to mention using track, and so being really really careful all the time and not berserking around like a berserker, and instead tiptoeing around like the opposite of a berserker, which would be a calm and collected rogue
and sometimes, enemies do something stupid instead of trying to kill you, when you don't expect it, and then they do the thing that tries to kill you later instead

I've been making alot of berserkers on insane roguelike lately, and usually, whenever I make one, I either get overwhelmed in the old forest, or I die after doing into the darkness and before reaching reknor, usually by getting either oneshotted or overwhelmed
in those situations, I'd rarely made good use of unstoppable; alot of these situations involved alot of hesitation to use unstoppable, attempting to use heals and shields first so that I can save unstoppable for last, but in the situations where I got oneshotted, I completely did not see it coming

for example, the furthest that I'd gotten on a skeleton berserker was beating the master, and then I explored the rest of dreadfell
I found a regular old ghoul that appeared to be alone, and I bumped him maybe once per second, while my hp was at or above 95%
then, on the next turn, before the ghoul dies, a stealthed unique sandworm burrower comes out of stealth and oneshots me through 60ish armor with flurry+deadly strikes, and I even had a turn during which i was alive and the unique was on my screen, I was suddenly dead

and then, my latest attempt, I'd gotten a cornac antimagic berserker with 109 armor halfway through dreadfell, and I saw a unique ghoul that was a doomed and something else, and some rare skeleton magus, and I'd foolishly determined the doomed to be a bigger threat than the rare, so I went for the rare
I got between the two in a hallway, and went for the ghoul, and on 1 turn, I was at 90% or more hp and saw no reason to use unstoppable
and then, on the next turn, the ghoul rushed me and crit me for >250 with gesture of pain, and the skeleton magus flurried me for >950 damage, and then I was dead, seemingly out of nowhere
turned out the skeleton magus was a marauder with 2 voratun daggers and total thuggery active

anyway, I've been thinking that unstoppable would be alot more fun to use if it, instead of being an active, was a sustain that costs 120 stamina
the sustain would, when your hp would normally fall to a point where you'd die, give you unstoppable's temporary invulnerability and end the sustain, putting it on its 45 turn cooldown, then give you the heal when the invulnerability ends if you killed anything
and why make it be a sustain instead of a passive with a 45 turn cooldown that consumes 120+ stamina when it attempts to go off and otherwise doesn't go off? because thats already alot stronger than it was before, but making it be a sustain that lowers your maximum stamina by 120 seems like a big cost in comparison, for a much larger benefit than before
it also is of note, however, that a good number of berserkers simply wouldn't be able to use unstoppable at level 22 or even 26, due to their stamina not being high enough to activate the sustain; also alot of people may forego the usual 1 point into adrenaline surge as a result of this change, unless its made into a passive as I'd described, and so they could put that 1 generic point elsewhere

this would work out much better for the thematics of berserkers; they're guys that should be recklessly charging into the fray of combat like a complete madman instead of being really careful all of the time and making sure that they don't step on eggshells like a rogue
by this logic, it'd also work out better for the thematics of marauders, seeing as how they "use the most direct methods" to remove their opponents, rather than less direct methods such as luring enemies out so they can kill them one at a time without the others noticing

I'm not saying that berserkers and marauders should be really tanky(though this game has lately had some serious power creep anyway); im just saying that constantly worrying about when to use unstoppable isn't much fun, and that it'd be alot more fun if you didn't have to worry so much about when to use it

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