[b40] Illusionist class

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Toxic_Chicken
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Re: [b40] Illusionist class

#16 Post by Toxic_Chicken »

@edge2054

Thank you for the feedback! It was helpful. This class is intended to be a mage. Only 2 talents used mindpower (Traumatize and Conflict), which was inconsistent with the rest of the class. The class is largely finished at this stage. I hope you get a chance to try it out. :)

Recent changes (v11):

- Conflict now uses spellpower instead of mindpower. The cost was increased.
- Traumatize now deals physical damage and checks against mental saves. The cost was increased and the damage was reduced.
- The divination tree is unlocked.
- The conveyance tree is locked.
- Prediction is now instant. The cooldown was doubled. And the saves reduction was increased.
- Replaced Shadow Spider's lay web with its old talent.
- Charm and Mass Charm no longer works on mindless creatures.
- Clarified Charm and Mass Charm's descriptions.
- Reduced the speed penalty of Invincible by 20%.
- Increased the costs and cooldowns of several spells.

Edit: Released v11 (fixed a bug).

ToxicChicken
Wayist
Posts: 20
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Re: [b40] Illusionist class

#17 Post by ToxicChicken »

v12 is available.

- Several new talents: Hypnosis, Mislead, Hideous Laughter and more.
- Replaced the conveyance tree with traps.
- Prediction was nerfed.
- Eldritch Touch was nerfed.
- Adjusted the costs and cooldowns of several talents.
- Many minor changes.

EDIT:

v13 was released.

- Hocus Pocus and Hypnosis check against mental saves.
- Hypnosis' duration was increased by 2.
- Nerfed Dark Shroud. It only does on-hit damage now. Removed the mana drain and reduced the sustain cost.

ToxicChicken
Wayist
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Re: [b40] Illusionist class

#18 Post by ToxicChicken »

v14 is out.

- Updated for b41.
- Circle of Insanity checks against mental saves.
Last edited by ToxicChicken on Mon Jul 02, 2012 1:03 am, edited 1 time in total.

ironroby
Cornac
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Re: [b40] Illusionist class

#19 Post by ironroby »

ToxicChicken wrote:Updated for b41.
First, please accept my most sincere gratitude and respect for creating the Illusionist class and even more for continuing to improve it and always making certain that it's upgraded for the latest beta. I have played with it since b38 and next to the Archmage, Illusionist is my other favorite class. It nicely covers the shadowy mysterious part of the magic user archetype, next to Archmages fiery destruction spells, Alchemist's craft and Necomancer's power over death. So it is my hope that one day darkgod will include it as one of the main classes.

It even fits into the back-story perfectly. Along with the other "socially acceptable" mage type, the Alchemist working with their potions and crafting, Illusionists can be "just" the stage magicians and fortune tellers, hiding under the plain sight under the protection that it would be just too silly to put those "harmless" tricksters on the same category as the great sorcerers who caused the Spellblaze. If you are not to attached to the name you could even change it to "Magician", but that is not really important for me.

But now onto constructive criticism. If I sound too demanding or presumptuous, then please excuse it as simply an overeagerness because of something that you created that has become very fun, entertaining and dear to me.

First, why is Illusionist sad and alone under its own category? Wouldn't it make more sense to but him under Mage, like Goblinz put his/her Death Knight under Defiler? But that is really nitpicking, just thought I would mention it.

Second, is Illusionist a pure mage or one with a minor in rogue? Because now you have included the traps tree as a class tree, meaning that Illusionist now has two rogue cunning trees, both locked. If you want Illusionist to be a hybrid a little, I recommend that you unlock Cunning/Survival and set it to 1.00. at minimum. And why is Cunning/Trapping 1.00 when it is a class tree and the next lowest class tree is Divination with 1.20 with all the rest being 1.30? (and why is Divination not 1.30 too? Does the Illusionist not perfectly fit the fortune teller archetype?)

About Parlor Magic. Alakazam costing 70 mana for two little bunnies is absolutely bloody ridiculous! It's supposed to be the most basic trick of a magician! So, either please give us more bunnies with a much shorter cooldown or greatly reduce the mana cost. On second thought, reduce the mana cost even if you do, I mean much, much more useful Eldritch Touch is only 30! Abracadabra made more sense when it was a quick heal not a regen. I mean "Woila! I was injured, but *flash* now I'm suddenly totally fine!" fits a lot more as a magician stage trick, you could even make it cure some "cosmetic" status effects like bleeding. Presto Chango finally has a sane starting range, very good.

Mentalism. If you are going to replace one of the only two original direct damage spells with something like Hypnosis, then please make it more useful than just reducing will and mental save. In my opinion, only reducing resistances to charm, confusion and whatever that laughing effect is, in preparation for your spells that use those effects, would redeem that spell. I recommend that you make the ultimate skill of the tree - Terrifying Visage - work kinda like the old Traumatize, reduce the mana cost, make it always affect physical damage and additionally a stun if it passes the check, in that order. Because a reliable damage spell is better than some psudo "über" mind attack that you can't use on anyone that matters.

Shadow Weaving. Constricting Eldritch Touch is fun and tactically useful, but since the spider summon is gone now and some people where used to playing the Illusionist partly as a summoner, I recommend you reduce the cooldown for it. Or at least reduce the cooldown with each point added into it, to motivate people to invest more than one into it.

Glamer. I question the choice of not letting charm affect the undead or summoned beings, I always saw charming them as replacing their summoner for them, taking over that connection, "hacking into it". So that they technically don't have their own minds is not automatically an obstacle because of lore. I would also rather have the Mass Charm back, than this Hideous Laughter, because my damage spells are now too nerfed to be reliable for wiping out even debuffed mobs, so I would have to rely on them doing it to themselves with Charm. I also question the wisdom of removing Silent Casting. Afflicted have their Relentless talent that gives them resistance from confusion, stun/freeze, fear and knockback. A talent that would give the Illusionist resistance for only one effect, is not gamebreaking. It made Illusionist different from an Archmage to me, less powerful, but harder to render helpless with silence.

Now some critical points about defensive options. Illusionist has always had not enough defense in my opinion and now you have removed both Invincible and Displacement Shield. So what has Illusionist left for defense? If you were willing to spend 10 points and combined Blur Sight and Defensive Posture (that now has a sane sustain cost) you can have some defense, especially ranged defense if you combine it with the new Dark Shroud (another 5 points needed just for the defense stat), but lets be honest here, even that defense would not be high enough to protect against archers, rogues or higher level melee fighters. So that leaves Premonition, that when maxed out, will take away about fifth out of one of the element you are getting attacked with. And... that's it.

Sure, you have added Dark Shroud, but resistants against only darkness is pretty much useless and your ranged defense is never going to be high enough, as a mage that does not put points into dexterity, to matter and that's the only original class specific defense you are leaving to you poor class!

My recommendation:
1) Totally revamp Dark Shroud. Although damage it does is useless, black tendrils of darkness doing damage makes much more sense than Phantasmal Shield doing it, so keep it. Now make it have great resistance to darkness and light and a small global resistance, because it is a mass of magic darkness between you and everything. Then you can make it work like the Doomed Deflection shield, let it slowly gather a small shield in time that needs time again to get back up, when damaged. Of course, for all of that, you should probably greatly increase the sustain cost, but then it would at least be something worthy of its price, not an useless and only original defensive sustain. Then you could also rename it into something more beautiful, like the Cloak of Midnight or something. :mrgreen:
2) I also recommend making a second defensive sustain. Illusionists are thematically connected to mirrors (as in "smoke and mirrors", you could actually name it that, if you can't think of anything better) so you could make something like the Defiler Bone Shield, you would have three mirrors circling around you, each absorbing one attack before breaking. For added fun, if the attack is a beam of lets say light, darkness or arcane, they could also reflect it back before breaking. That second defensive skill would be the "light" one that would thematically balance out the "dark" Dark Shroud, because Illusionist with its Dazzling Lights and Shadow Weaving seems like a Light-and-Dark-balanced class, like Anorithil, to me.

Now about offense. You have removed Traumatize, so, discarding the Staff Combat tree, that is good as a backup sidearm at best, you have only left us two attacks, both light and in a world overpopulated by Luminous Horrors, that's not a good thing. Also now you have made the cooldown of Dazzling Lights bloody increase, when investing into it. I'm sorry but that really seems like almost a mockery to me, a player should not be punished for investing in a skill, there should not be a situation where the wise action could be to not invest into a skill, even if you have the points to spare.

So, don't make Dazzling Lights cooldown increase and either bring back Traumatize or turn Terrifying visage into something like that as a reward for fully investing into Mentalism tree. You could even make Dazzling Lights into something like the Prismatic Spray from D&D, dealing a little damage from each damage type and fabulously colored like a rainbow! :D Or you could make that attack an ultimate of the Legerdemain tree, instead of Mislead, that we can already have as a Lure trap now for an Illusionist.

It seems that most of the things in the offensive front that have made Illusionist into a better and more fun class, have come unintentionally from darkgod. Like Illuminate starting to cause damage and Command Staff giving you some well needed versatility. I know that Illusionist is meant to be a class that takes things down indirectly, but he still need something to help finish of the enemies. You seem almost afraid to give it any offense at all, why? Because if I suddenly find myself facing Luminous Horrors, Undead or summoned beings, then what is there left for me do? I can't even Teleport away anymore.

Now about Conveyance and teleports. Not only can't we no longer have Displacement Shield and with no alternatives to it given, we no longer have Phase Door and Teleport. While Shadow Walk is a satisfying replacement for Probability Travel, Transposition and Presto Chango are not for Phase Door and Teleport. So my advice: give it back, locked. That way there would be three locked trees, like some classes (like Anorithil) have for minimum (if you followed my advice and unlocked Cunning/Survival): Cunning/Trapping, Shadow Weaving and Conveyance. Yes, you could use the argument that Illusionist has too many teleports, but that's like saying that Archmage has too many damage spells. Teleporting around the battlefield is just something that Illusionist does. Yes, it gives a lot of escape options, but in a situation where Archmage could make a stand, Illusionist would be forced to bravely run away anyway, so I think that it's more than fair.

Should you take my advice and bring back/replace some spells, then in my opinion the most expendable (from most to least useless) are: Clarity, Doppelganger, Hypnosis, Hideous Laughter, Terrifying Visage, Mislead and Transposition.

In conclusion: The latest version of the Illusionist is unacceptably nerfed, so please most importantly:

1) Bring back Conveyance, locked (and maybe unlock Cunning/Survival, if you want to make Illusionist more like rogue), don't replace any tree with it, just add it to the list.
2) Give us back a direct damage spell that does not only do light damage.
3) Give us some actual original defensive sustains (Dark Shroud shows promise, but is too weak), two at least.
4) Stop punishing us for investing points into one of the two damage spells that we actually do have: Dazzling Lights. :evil:
5) And really most importantly, make the cute bunnies cost less than 70 mana! :lol:

If you actually took the time to read this wall of text and at least gave a thought or two to my proposed improvements, then you have my gratitude.

darkgod
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Re: [b40] Illusionist class

#20 Post by darkgod »

I have not played illusionists much but you seem to have a fervent fan !
I might consider it for inclusion :)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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ToxicChicken
Wayist
Posts: 20
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Re: [b40] Illusionist class

#21 Post by ToxicChicken »

@ironroby

Thanks for the feedback! It was helpful. I'm glad you enjoy the class. :)

v15 is available:

- Replaced Clarity with Silent Casting.
- Abracadabra is a heal effect again.
- Alakazam is a bit less expensive.
- Hideous Laughter doesn't work on mindless creatures, but it prevents movement now.
- Doppelganger was buffed.
- Lowered the cost of Terrifying Visage.
- Fixed a few category masteries.
- A couple of minor bug fixes.
Last edited by ToxicChicken on Sat Jul 14, 2012 6:13 pm, edited 1 time in total.

ToxicChicken
Wayist
Posts: 20
Joined: Wed Jun 06, 2012 12:44 am

Re: [b40] Illusionist class

#22 Post by ToxicChicken »

I'll be away from the internet soon, so I won't be able to update for awhile.
ironroby wrote: First, why is Illusionist sad and alone under its own category?
It was under Mage at one point, but I decided to keep it separate from the official classes.
Second, is Illusionist a pure mage or one with a minor in rogue?
Rogues are tricksters and traps seem like a decent fit with this class. Traps were mainly added to give the class some extra damage.
If you are going to replace one of the only two original direct damage spells with something like Hypnosis, then please make it more useful than just reducing will and mental save. In my opinion, only reducing resistances to charm, confusion and whatever that laughing effect is, in preparation for your spells that use those effects, would redeem that spell.
Half of Illusionist talents check against mental saves and Hypnosis is instant cast, so I don't think it's useless.
Shadow Weaving. Constricting Eldritch Touch is fun and tactically useful, but since the spider summon is gone now and some people where used to playing the Illusionist partly as a summoner, I recommend you reduce the cooldown for it. Or at least reduce the cooldown with each point added into it, to motivate people to invest more than one into it.
It's one of the few damage options available and it's pretty powerful, so I don't think it'll end up as a 1-point wonder. I doubled the cooldown, because it wasn't meant to be spammed.
Now some critical points about defensive options. Illusionist has always had not enough defense in my opinion and now you have removed both Invincible and Displacement Shield. So what has Illusionist left for defense?
Invisibility, summons and mass-disabling effects.
Also now you have made the cooldown of Dazzling Lights bloody increase, when investing into it. I'm sorry but that really seems like almost a mockery to me, a player should not be punished for investing in a skill, there should not be a situation where the wise action could be to not invest into a skill, even if you have the points to spare.
A few archmage talents function the same way. And the cooldown ends up being the same as before.
You could even make Dazzling Lights into something like the Prismatic Spray from D&D, dealing a little damage from each damage type and fabulously colored like a rainbow! :D Or you could make that attack an ultimate of the Legerdemain tree, instead of Mislead, that we can already have as a Lure trap now for an Illusionist.
I thought Lure was mainly for triggering traps? I haven't played many rogues, so I might be wrong. Mislead is a near-invincible decoy.
Now about Conveyance and teleports. Not only can't we no longer have Displacement Shield and with no alternatives to it given, we no longer have Phase Door and Teleport. While Shadow Walk is a satisfying replacement for Probability Travel, Transposition and Presto Chango are not for Phase Door and Teleport. So my advice: give it back, locked.
Illusionists have Shadow Walk, Invisibility, Mislead and Alakazam. And you can use teleport/phase door runes or movement infusions for more escape options.

daftigod
Archmage
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Re: [b40] Illusionist class

#23 Post by daftigod »

Hey Toxic, this guy is really fun!

I was wondering if you could tell me exactly what functions you added to Actor.lua and Combat.lua ...

I'm trying to organize a pack with all of the new classes that have been developed lately, namely your Illusionist, Dekar's Ranger, greyswandir's Monk, and "my" Barbarian. I'm trying to do this for a couple of reasons: a) compatibility issues, and b) convenience.

I'm hoping to condense alot of the lua files into a more streamlined and proper format. For example, I compressed all of your spells into one illusionist.lua file and changed references to it after moving it to the data\talents\spells\ folder. This keeps it from having to overload. Also, if you can tell me the info above, I can move that code to the superload\mod\class\ folder along with the code for the Ranger and the Monk! This should solve the rest of your compatibility issues as well. :)

Thanks!

ToxicChicken
Wayist
Posts: 20
Joined: Wed Jun 06, 2012 12:44 am

Re: [b40] Illusionist class

#24 Post by ToxicChicken »

Recent changes (v16):

- Enabled in arena mode.
- Moved Dark Shroud and Circle of Insanity.
- Nerfed Doppelganger.
- Eldritch appendage and vexing image are immune to pinning.
- Minor code tweaks.

http://te4.org/sites/default/files/game ... t-v16.teaa
Hey Toxic, this guy is really fun!

I was wondering if you could tell me exactly what functions you added to Actor.lua and Combat.lua ...

I'm trying to organize a pack with all of the new classes that have been developed lately, namely your Illusionist, Dekar's Ranger, greyswandir's Monk, and "my" Barbarian. I'm trying to do this for a couple of reasons: a) compatibility issues, and b) convenience.

I'm hoping to condense alot of the lua files into a more streamlined and proper format. For example, I compressed all of your spells into one illusionist.lua file and changed references to it after moving it to the data\talents\spells\ folder. This keeps it from having to overload. Also, if you can tell me the info above, I can move that code to the superload\mod\class\ folder along with the code for the Ranger and the Monk! This should solve the rest of your compatibility issues as well. :)

Thanks!
Combat.lua:

Code: Select all

-- Prediction
        if not hitted and not target.dead and not evaded and not target:attr("stunned") and not target:attr("dazed") and not target:attr("stoned") and target:hasEffect(target.EFF_EVASION) then
		local t = target:getTalentFromId(target.T_PREDICTION)
		local power = t.getPower(target, t)
		self:setEffect(self.EFF_PREDICTION, 2, {src = target, power=power})
	end
Actor.lua:

Code: Select all

-- Conflict
	if self:hasEffect(self.EFF_CONFLICT) then
		self.tempeffect_def[self.EFF_CONFLICT].do_act(self, self:hasEffect(self.EFF_CONFLICT))
	end

phalaris
Cornac
Posts: 37
Joined: Sun Sep 05, 2010 10:00 pm

Re: [b40] Illusionist class

#25 Post by phalaris »

Just tried the Illusionist from the 'zigurath' class pack and did not start with mana surge or an obvious mana regen. Am i missing something or is this a bug? look forward to trying this class.

daftigod
Archmage
Posts: 300
Joined: Fri Feb 18, 2011 6:15 am

Re: [b40] Illusionist class

#26 Post by daftigod »

Sorry, that's my fault! I'll put up a bug fix in that thread soon, there are also a few other bugs (Eldritch Tentacle won't work for example). For now, please use ToxicChicken's addon by itself if you want to play an illusionist. Also, any bug reports for the zig pack should go in the zigurath thread. Some of the code has been slightly modified for the pack, so any bug reports using that pack should go there. Sorry for the trouble TC!

FYI - the character *might* still work ok if you disable the zig pack addon and enable the illusionist addon. If it doesn't, just hold off on the character for a few hours and I'll put up an updated pack asap.

ToxicChicken
Wayist
Posts: 20
Joined: Wed Jun 06, 2012 12:44 am

Re: [b40] Illusionist class

#27 Post by ToxicChicken »

v17 is available:

- Enabled in Infinite Dungeon.
- Renamed Mentalism tree.
- Charm and Hideous Laughter work on mindless creatures again.
- Terrifying Visage stuns the target if it survives the instant-death effect.

Kaballah
Cornac
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Re: [b40] Illusionist class

#28 Post by Kaballah »

Presto Chango throws an error when NPCs cast it on me:
timed_effects/illusions.lua line 26: attempt to call method "doEmote" (nil value)

ToxicChicken
Wayist
Posts: 20
Joined: Wed Jun 06, 2012 12:44 am

Re: [b40] Illusionist class

#29 Post by ToxicChicken »

v18 is available:

- Only gfx are overloaded, so it should be compatible with other addons.
- Illusionist is back under the mage class.

Known bugs:

- Prediction's save reduction doesn't work.

http://te4.org/sites/default/files/game ... t-v18.teaa
Kaballah wrote:Presto Chango throws an error when NPCs cast it on me:
timed_effects/illusions.lua line 26: attempt to call method "doEmote" (nil value)
I'll look into it.

Dougiegee
Halfling
Posts: 111
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Re: [b40] Illusionist class

#30 Post by Dougiegee »

Good work with this class, just started but it seems well put together and pretty powerful from the start.
I'll give more feedback once I've played a bit further but I've come across one weird bug/undocumented feature. When casting Transposition perfect strike's +100 accuracy also activates. This occurs before the mana is spent so you can cancel the spell and still have 2 turns of perfect strikes! If this is intended it is pretty weird but I'm not complaining :o

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