Barbarian Class Fork

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StarKeep
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Barbarian Class Fork

#1 Post by StarKeep »

This is a fork of the old Barbarian addon, originally by daftigod. With his permission, I have forked it and beyond updating it to the newest version, added my own changes here and there to it.
http://forums.te4.org/viewtopic.php?f=5 ... 99&start=0
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Get it here: http://te4.org/games/addons/tome/barbarian_fork
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"Barbarians are wild men who have given up the normal life of 'friends' and 'family' and instead live in the wilds, killing any who cross their path."
"They are able to avoid and punish any who dare fight them in melee."
"They are also really smelly and never shower."
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Barbarians are dual-wielding melee fighters, who can make use of full one-handed weapons.
They are able to dodge and counter-strike against melee foes, push back and pull in entire groups of enemies, and can use their intense willpower to gain powerful magic protection and mutations.
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Talent Trees


Thug Tree

Street Fighter
Gain bonus Defense for enemies in melee range(up to 5), as well as passive Armor and Resist All.

Retaliate
Counter-strike any dodged attacks for a minor(yet eventually major) amount of weapon damage.

Hitman
Sustain, gain Armor Penetration, Critical Chance, and Critical Damage, draining stamina every turn it's active.

Masochist
Gain Stamina every time you take damage.



Gladiator Tree

Brute
Allows you to dual-wield any one-handed weapon, and increases the off-hand damage value.

Charge
Charge( :oops: ) to a nearby enemy, stunning them for 4 turns.

Guard
Sustain, gain Defense, Armor, and bonus Max Health, draining stamina every turn it's active.

Endurance
Passively gain bonus Life Regen, Stamina Regen, and Encumbrance.



Executioner Tree

Bloodshed
Grants all melee attacks a % chance to apply a bleeding effect.

Sever
Grants all melee attacks a % chance to maim your target, lowering their Global Speed and Damage Dealt for 3 turns.

Weaponlord
Sustain, gain Attack Speed and Accuracy, draining stamina every turn it's active.

Execution
Attack an enemy in melee range, and apply a very powerful bleed to them, reducing their healing for it's duration.



Barbarian Tree

Bash
Attack an enemy in melee range, stunning them.

Butcher
Attack an enemy in melee range. The more points invested in this talent, the more times you hit them.

Slaughter
Attack in an Arc, applying a bleed to enemies hit.

Meat Spin
Attack in a radius of 1 around yourself. Radius increases at Talent Level 5.



Raider Tree

Riot
Pull in all nearby enemies in a small/moderate radius around yourself, dazing any pulled.

Evict
Knock back all enemies in melee range, dazing any hit.

Pillager
Sustain, gain Stamina Regen and Bonus Gold while active.

Escape Plan
When hit for a large chunk of your health, you gain a massive movement speed buff for a few turns.



Genetics Tree

Natural Body
Gain passive Cunning, Strength, and Nature Resistance.

Natural Focus
Gain passive Stun Immunity, Confusion Immunity, Physical Save, and Mental Save.

Natural Diet
Gain passive Fire, Blight, Lightning, Cold, and Arcane Resistance, as well as Spell Save.

Natural Safety
Passively see enemies in a moderate radius around yourself.



Mutations Tree

Living Shield
Disarm yourself for 3 turns, and gain a high value Damage Shield for 4 turns.

Bioluminescence
Gain passive Lite Radius, Sight Radius, and Blind Immunity.

Mutant
Transform into The Hulk, gaining increased Size, Physical Power, and Health Regen, while losing Movement Speed, Accuracy, and draining Stamina every turn.

Evolve
Gain passive Movement Speed, and reduce the cooldown of various talents.
Last edited by StarKeep on Sat Oct 11, 2014 2:37 pm, edited 1 time in total.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

ghostbuster
Uruivellas
Posts: 617
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Re: Barbarian Class Fork

#2 Post by ghostbuster »

I am playing a barbarian and it is a great work. Fun to play such a hack and slash char for a change.

Here are a set of remarks.

Why are barbarian considered as wilder. None of their talents use equilibrium based which is supposed to be the characteristic of wilder (as vim for corruptors, hate, for afflicted, etc). Should be in the warrior class. Or maybe a similar class with equilibrium based talents could be considered. Probably difficult to balance, but interesting.

Barbs should have cunning/survival locked at 1.1 or 1.2. I doubt any player will spend a cat point to unlock it, but 1/ it is coherent with the idea of a barbarian 2/ player that meet a rogue escort will not be penalized by a 0.8 mastery if they pick a talent.

Some talents are redundant. Pillager for instance is just another stamina regen talent (maybe useful in the 40ish, I do not know). Why not replace it by something more useful. Chance to disarm and loot x gold on kill, for instance...

There is an icon problem for Execution

Otherwise, the class is OP, IMO, but fun to play.

StarKeep
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Re: Barbarian Class Fork

#3 Post by StarKeep »

Pillager trades max stamina for regen, and also grants bonus gold, so I'm not sure why thats... just another regen talent.

Doy, forgot to fix Execution.

It's considered a Wilder because... I don't know. It's part of Dafti's vision, however, so I'd prefer to leave it intact. I imagine it's partially due to their genetics tree being heavily nature focused, and would... not make sense on Undead.

Survival locked at 1.1 seems doable.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

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

Re: Barbarian Class Fork

#4 Post by daftigod »

Hi StarKeep :) Thanks again for continuing barbarian development man! I'm checking out your work right after this post. :)

ghostbuster-
The idea that came up when I started development was to eventually include a small quest at birth to explain more of the barbarian lore, with the player having a fairly quick "training" map. Basically the barbarian would start as a child in an over-sized Zigur (mapscale-wise), and he or she would go through a training of sorts in the Zigur arena. The kid-barbarian would learn about the basic talents like stunning and rush, and at some point in the training he'd realize he was just as talented with his off-hand as with his main, and learn the ability to dual wield large weapons. This small birth quest would have been mandatory once but skip-able every time after. I really wanted a good, solid, easy to play class that could be played "out-of-the-box" with a small tutorial for some of the class-specific skills. Real noob friendly kinda stuff. All these extra ideas just proved to be too far over my head, and I kind of just abandoned it. :(

As far as the lore went, I really wanted to give young barbarians a reason to hate magic users at their core; maybe they burned his dog or pissed in his cheerios, or even something much much worse (murdered parents!). All of the grown-up Ziguranths are always talking shit about them anyway so a little barb can safely be assumed to have some inherited racism, but that's a little too controversial for a noob class? The Mutations tree was an attempt to try and separate the class from your normal berserker, and give it a theme of its own. Also, I had just watched one of the Hulk movies. :)

Anyway, I pictured the spread of Blight as something of a radiation fallout. Things get sick, things die, things are mutated to horribly distorted versions of themselves. the closer to the epicenter, the stronger the death. But on the fringe areas, things can almost thrive, or even be affected by mutation in a positive manner. I'm not entirely sure how true to life this is, but I ran with it. Zigur happens to lie on the fringe area of the blight spread at the current times in Maj'Eyal, so I thought maybe the people that live there are being affected by it slowly over a generation or two. In the end, they would be driven completely mad and turn into savage, hulking beasts that have no control over their impulses. But until that point (or the Blight is contained), they reap some benefits to their genetic code, which climaxes in their ability to turn into that hulking beast volutarily. I also wanted to give the player a few reasons to return to Zigur to explain their continued mutation throughout the overall quest, maybe they would get a free point in each of the mutation talents per "required" visit. Maybe they'd witness some incidents that furthered their rage against magic. Way too grand of a scale for my first attempt at programming anything, and it just kind of died.

So anyways, the barbarian name isn't really descriptive of the vision I had for the class, unfortunately. Ziguranth Warrior, Zigurat, Wild-something, Swordmaster, Zig-a-something, Beastmode, Hulk (tm), Fedor Emelianenko, are some of the names I had in my noggin. Figured Barbarian described his skill set well enough, but never felt like it accurately painted a picture. Technically anyone from Zigur is a Ziguranth so that wasnt good enough. Zig Warrior's too long (Barbs try to use as few syllables as possible), and the other ones are just dumb. Summoner, Oozy, and Wyrmic already exist so I was hoping to fit something in there as the enforcers of Zigur who are also dumb as a brick. Any ideas?

As far as the future of the barbarian goes, though, it's in StarKeep's more than capable hands. :) I'd never pressure someone to do work on something that is just an idea in my head so please don't interpret this post that way! Whatever you want to do with the class is fine with me! I just wanted to give some more of the thinking process while I was originally developing it.

Off to check it out, this is kind of exciting for me :D

Jurriaan
Wyrmic
Posts: 227
Joined: Mon Mar 25, 2013 9:39 am

Re: Barbarian Class Fork

#5 Post by Jurriaan »

One small bug (or unexpected feature): the cooldown on charge doesn't change when items offer a cooldown on rush (most notably, armour of the dragon).

StarKeep
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Re: Barbarian Class Fork

#6 Post by StarKeep »

Jurriaan wrote:One small bug (or unexpected feature): the cooldown on charge doesn't change when items offer a cooldown on rush (most notably, armour of the dragon).
Well... yeah. Charge isn't called Rush, after all. :p
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Jurriaan
Wyrmic
Posts: 227
Joined: Mon Mar 25, 2013 9:39 am

Re: Barbarian Class Fork

#7 Post by Jurriaan »

I'm having a lot of fun with this character http://te4.org/characters/34419/tome/b4 ... cecae9c89e

However, it is severely overpowered. I killed the master twice in 6 turns, then on exiting Dreadfell rushed Ukruk (800 damage) and windbladed the lot (4800 damage) after which I spent two turns killing the remaining 3 orcs. With a level 33 character.

I'd suggest the following:

1) meat spin should not do the same damage at range 2 compared to range 1. This also gives an opportunity to make the 5th invested point worthwile - now I have range 2 with 4 points and the next one will increase the damage from 191% to 199%. If it were 191% at range 1 and say 125% at range 2 at 4/5 and increased to 200%/150% range 1/2 at 5/5 I'd be interested all right.

2) Masochist: 29 stamina regeneration at 1 invested point for each kill. Now combine that with meatspin. I can't run out of stamina, even if I tried.

3) Hitman: 34% crit change and 48% crit multiplier for 1.83 stamina per turn! Great! I don't notice the stamina drain at all (see 2)

4) Retaliate: at 1 invested point, any dodged attack is countered with a 95% damage attack. I can just walk around in Dreadfell and monsters fall dead around me.

5) Natural Safety: range 4 telepathy at 1 invested point. I'm not sure it always works on invisible characters, but it's way good anyway.

6) Endurance: the description says I regenerate in the mist of battle, but it also works without enemies in sight. 18 life regen/1 stamina regen at 4/5

7) Pillager: hey, another 2.x stamina regen per turn at 1/5. Like I needed any more. However, the 'more gold per enemie' lures me right in.

Also, I wonder if the high damage output could be a bit toned down. The Barbarian is some sort of nature-atuned wild man, right? Shouldn't he be more attuned to maces (and perhaps axes) instead of swords and nature-infused weapons over 'arcane powered'? If you tone down swords at 80% compared to maces and any non-nature weapon to another 80% compared to nature infused or non-infused weapons, it might be a bit more in line both with the monster levels and with the description.

On the good side, I just love:

1) Riot - pull enemies to you. Combines well with meatspin and also with windblade, of course. Charge into a room, meat spin all the closer enemies, call the rest to you, then windblade....
2) Evolve. 28% movement speed boost at 4/5, combined with 2 speed rings means enemies just can't get away. I activated Eden's Guile and Filo Flightfond just stood there, it seemed.
3) Brute. There something cool about fighting with two 1-handed weapons.

jayseesee
Higher
Posts: 51
Joined: Fri Dec 21, 2012 12:33 pm

Re: Barbarian Class Fork

#8 Post by jayseesee »

Any character I start as a Barbarian is naked, haha.

Also, Steamroller is not attainable, as you can not learn rush, even though it says it works with Charge.

StarKeep
Uruivellas
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Location: Turtlemire

Re: Barbarian Class Fork

#9 Post by StarKeep »

Barbarian V 2.0 - Insert Clever Name Here
http://te4.org/sites/default/files/game ... ork_2.teaa
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Buffs! (Worry not, this is smaller than Nerfs)

Slaughter's duration increased at higher talent levels.
Slaughter's bleeding increases with talent levels, instead of just Cunning.
Escape Plan is now a per turn check instead of per attack.

Nerfs!

Retaliate's scaling is 100% redone to not skyrocket.
Endurance has lost it's Stamina regen. (Also fixed it's tooltip, so it doesn't seem like it's a battle-only thing.)
Masochist's Stamina gain on kill has been reduced.
Butcher now costs 10% of your max health to use.
All sustains now drain (or gain) 1 Stamina per talent level. (So an effective talent level of 6.5 will drain 6.5 per turn)
Mutant's Movement speed debuff increased.

Things that don't really qualify as either Buffs or Nerfs but I really can't leave out of this list because it's a changelog!

All Sustains have been updated to use current scaling methods, which should mean you get more bang for your buck for points invested.
Natural Body's stats have been floored. (This means they won't use decimals anymore, so you will no longer seem to have enough stats for something, when in reality it's something wonky like 14.999991.)
Evolve and Natural Safety's scaling has been updated.
Living Shield's value has been rocked into the dirt, but now gets more cooldown reduction per point invested.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Barbarian Class Fork

#10 Post by StarKeep »

Barbarian V 2.1 - Weaponlord Fix
http://te4.org/sites/default/files/game ... ork_3.teaa
---
Fixed a bug that resulted in Weaponlord giving 100 times it's intended value.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Omega Blue
Thalore
Posts: 190
Joined: Sun Oct 31, 2010 2:50 pm

Re: Barbarian Class Fork

#11 Post by Omega Blue »

StarKeep wrote:
Masochist
Gain Stamina for every enemy kill.
Should that be Sadist? Just sayin

StarKeep
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Re: Barbarian Class Fork

#12 Post by StarKeep »

Barbarian V 2.2 - Masochist Change
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Masochist now converts some incoming damage into Stamina.
This does not reduce the damage in any form, is factored in before damage bonuses or resists, and only refills your stamina up to a certain percentage.


Behind-the-scenes-changes-that-a-normal-person-doesn't-care-about:

Moved a few extra things over to hooks, instead of superloads.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Jurriaan
Wyrmic
Posts: 227
Joined: Mon Mar 25, 2013 9:39 am

Re: Barbarian Class Fork

#13 Post by Jurriaan »

Just to let any interested players know: this addon works fine on 1.3.1 here.

It's loads of fun to play a barbarian! I killed the Master in 3 strokes (Charge / Meat Spin / Butcher) - on Nightmare difficulty.

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