Beholder race/classes

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ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Beholder race/classes

#16 Post by ajfluffy »

Yeah, if you look at tribeam tree you can easily keep eyestalks off cooldown with the first talent.


I've fixed the quest heh. I know they need to gain armor somehow.

I'm planning on having the cat points come back as your def right about the rune slots.

Theyleon
Thalore
Posts: 152
Joined: Fri Mar 15, 2013 9:58 am

Re: Beholder race/classes

#17 Post by Theyleon »

Really, really don't like the drained eyestalks debuff - spamming eye lasers is almost literally all the class has for offense (they're a bit too squishy for tentacle combat to be viable outside killing trash). This debuff just makes them unable to keep up any sort of sustained damage (and the lasers don't seem to be that spectacular damage to be worth such a huge downside). This combined with the movespeed debuff makes them really weak early - can't kite, can't dps, no disables till later... Maybe theres something that comes along later that fixes it, but just from playing the start they seem rather painful to play.

Edit: The bug with the cold laser second talent appears to make it do no damage at range, but works on enemies next to you. Maybe the reduced damage per target is working on every square rather then every enemy passed through?

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Beholder race/classes

#18 Post by ajfluffy »

Lol wait til you see what happens when your blinded... I'm thinking maybe the damage could be higher or decrease initial cooldown. I'll have to think about it. In the end, the negatives become positives and then end up with a pretty decent HP pool for a mage and base fast movement speed.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Beholder race/classes

#19 Post by Zonk »

Do they get levitation/not triggering pressure traps eventually?
Also, just noticed what you meant about Tribeam. I read 'reducing fatigue' as well, treating your fatigue as lower for purposes of the mana cost of beams. Perhaps it should be rewritten...
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Beholder race/classes

#20 Post by ajfluffy »

I don't remember? I think I gave them that at final form heh.

Whatever would make sense to you I can put in there :)

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Beholder race/classes

#21 Post by Zonk »

Also, they get no escorts at all. Intentional or oversight? If intentional, why not give them replacement beholder escorts, who happened to have crash landed there too?
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Beholder race/classes

#22 Post by ajfluffy »

Lol oops :P but I like your idea.

Theyleon
Thalore
Posts: 152
Joined: Fri Mar 15, 2013 9:58 am

Re: Beholder race/classes

#23 Post by Theyleon »

Minor thing, but there's no sound effect for lightning or frost lasers.
Also, extraplanar origin can get annoying when you have a DoT on you, you can end up bouncing all over the place.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Beholder race/classes

#24 Post by Zonk »

You get Tribeam before Death Ray, BUT Tribeam is a level 10 tree while Death Ray is not. Intentional or oversight?

You can definetely unlock Tribeam before level 10 if you get lucky with trees by the way. I think both trees not being advanced would be nice...
Oh and do reword the 'fatigue' in the Tribeam talent as 'reducing eye draining'or something clearer :)

Assorted other things:

Why start with 0.01 growth points and not 0? Seems...odd. It's just an ugly excess 1/100 of a point...

What if putting points into the elemental beam trees also gave +1% resist per point, like Wyrmics? So if you maxed a tree you got +25%. Perhaps doesn't fit the source material but I'd like the mechanic, and it's not like the race is currently overpowered I think..as long as one doesn't get many very strong rings!

Are you planning to add beholder NPC too? I think that when one adds a new player race, adding new related NPC makes it 'fit better'.

The base Beholder talent granting +0.1 mana regen and +2 spellpower feels quite weak to me. I'd boost it by 50%, to +0.15/+3.

What if the Central Eye tree had a talent which gave +spell saves, to simulate a 'passive'AM effect? I do understand the antimagic eye is NOT central(yes that is a pun!)to this class, hence the mastery 0.7, but it would be nice when you do the other beholder classes.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Elroniel
Higher
Posts: 52
Joined: Wed May 08, 2013 11:51 pm

Re: Beholder race/classes

#25 Post by Elroniel »

I'm sure I just missed some power somewhere or something, but how do you drain magic items to get more growth points? I've been unable to find a power for it or an option as I've been trying the class/race out.

Other than that, I'm very excited to see where you take this race in other classes .... there's so much potential!

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Beholder race/classes

#26 Post by ajfluffy »

It should look like a hungry mouth drooling kinda? Called devour magic. Might need to check the "m" menu.

Elroniel
Higher
Posts: 52
Joined: Wed May 08, 2013 11:51 pm

Re: Beholder race/classes

#27 Post by Elroniel »

Hmm, still not on my list. Lemme disable my other addons and recreate a Beholder and see if there's a conflict there.

EDIT: Ok, found out the issue. If the option to disallow auto-spending of creation points is on, then the game doesn't automatically give you Devour Magic, and I don't think there's a way to get it. So, my solution was just to turn the feature back on when creating the Beholder.

EDITEDIT: Also realized I didn't have the Beholder version of the Cloak of Deception. Both now show up, but only if that option is enabled.

Rufferto1
Low Yeek
Posts: 8
Joined: Fri Jun 28, 2013 9:08 pm

Re: Beholder race/classes

#28 Post by Rufferto1 »

For the cold eye beam error, this only occurred for me when I put the first point in the second talent in the tree. Also is there anywhere which says what your growth is, could not find it.

Great fun race, many thanks.

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Beholder race/classes

#29 Post by ajfluffy »

It's in the quest :)

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Beholder race/classes

#30 Post by Crim, The Red Thunder »

Downloading beholder broke my game, even when it was turned off. Related error report, here.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
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