"Odyssey of The Summoner" is OUT!! Find it here...

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nekarcos
Uruivellas
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Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#616 Post by nekarcos »

Was re-reading every post to make sure I didn't miss anything-- And it looks like there's something I did!
emblempride wrote:Also, it seems that Slyness deactivates when making a melee attack before the poison can be applied.
"Slyness" works like a standard "Stealth" attack, in that the victim has an opportunity to spot you RIGHT before you hit them (so you need DECENT Cunning to land the hit on enemies with high "See Stealth").

Now, something I HAVE noticed is that sometimes, the "you have been seen" message doesn't appear at all-- This, or it's being eaten up by the combat log and I'm blind. Either way, it's been fairly elusive with when and how it happens. I wouldn't mind if someone checked this out-- It's not a large enough concern that I should have it distract me from what I'm doing... I really just need confirmation that it's working correctly when used (the "Sly Bite" is occurring and everything).
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

daed4
Halfling
Posts: 80
Joined: Mon Nov 24, 2014 12:01 am

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#617 Post by daed4 »

nekarcos wrote:In summary: I know a lot about ToME and its mechanics.
You don't understand them.

echo42
Cornac
Posts: 43
Joined: Wed Sep 16, 2015 12:56 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#618 Post by echo42 »

nekarcos wrote:
I know a lot about ToME and its mechanics,
Knowing everything about them doesn't make a lick of difference if you fundamentally disagree with their design philosophy and make classes only playable via exploiting them.
nekarcos wrote: but I don't really know ANYTHING at all about the player base and their skill or levels of knowledge.
Yes, the playerbase has been completely silent on this matter for 42 pages straight. I'd say this was the clearest indicator that you haven't been listening to anything you don't want to hear, but that's already been made abundantly clear at least twice every page.

tabs
Wyrmic
Posts: 298
Joined: Tue Mar 08, 2016 3:55 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#619 Post by tabs »

Won! Even managed to save Aeryn. Eleandar went down like a chump within 5 turns, but Argoniel took longer due to the armor.

Character Sheet

Some random thoughts:
  • I was loving on-hit procs by the end: chance to blind, slow, reduce damage, gain a turn, leech life. Was silly.
  • I was pumping STR at the end and so took PES as my second prodigy. Worked well.
  • Treasure Hoarder's will is bonkers. I had 250+ armor, 60+ physical/mental power, and +14 to all stats.
  • Had way too many spare class points after lvl 40ish. I should have unlocked two class trees instead of just Triad. Ravenous Beast seems a good choice.
  • I had very little invisibility detection. Perhaps this should be on one of the Natural Combats?
  • Never managed to gain access to the hat/necklace prodigy. Yes, I know how in theory, it just never occurred.
  • Dealing with blighting was tedious more than anything once you got to the East. I could easily see you getting screwed by it once inside High Peak.
  • More once I think of them....

Arsonius
Cornac
Posts: 41
Joined: Tue Jul 16, 2013 4:45 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#620 Post by Arsonius »

RE: Blinding Shot is sorta blind...
Well, there were no confirmation request and I specifically retried it to make sure I'm not aiming at myself. I was at the entrance of the level, so could afford leaving, resting and getting back. The enemy was Harkor'Zun, right next to the entrance in the wall, it was in Daikara 4 if that changes anything. I guess he may have some sort of deflecting talent which I missed. He wasn't very challenging on his own, so I didn't paid him much attention.

Also, how does Natural Cycle equilibrium on hit works?

nsrr
Sher'Tul
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Location: Middle of Nowhere

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#621 Post by nsrr »

I started up a new Ritch run last night to collect my thought on them a bit. This has actually been my most successful run so far. I've cleared all of the t1's as well as Old Forest and The Maze. Only one death, and it could have been avoided entirely (a rare in a golden chest Fearscaped me).

First off, Arsonius is pretty much spot on.

I like the simplicity of Ritch, but at the same time it can get a little boring just spamming Flame Spit non-stop.

The low margin for error that was mentioned is definitely the greatest cause of frustration. The stun break that was added to Cut Loose can be handy, but not against the things that are really a problem, e.g. a single powerful mob that can stun you. If there isn't something weak nearby to kill, you'll just end up Confused, which can sometimes be worse than being stunned, depending on the talents that were stun-locked.

Buzz Off can be handy, but only situationally, such as when you are outdoors and have terrain to hop over. Even then, it's most useful when something nasty has closed distance with you and you need to get away fast, not so much against stuns, etc. You seem to have plans on this already, so I'll leave it at that for now.

I have actually warmed up to Wing Pod a lot. Part of my reluctance to invest in it before has been proven to be mis-leading or mis-informative talent descriptions. This is the first time I have discovered that the self-inflicted damage from Batter comes as a bleed and not a direct hit. That makes it so much better, for reasons that should be obvious. This should definitely be in the description, though. Also, it seems that, much like Rush, you need to be at least two tiles from your target, but, unlike Rush, there is no indication of this. Having this noted in the description, or at least when the on-pre-use returns false for this reason, would be a good idea.

Flutter is great, but when it is still locked it looks like garbage. At level one the projectile dodge and shove chance is only ~4-5%, but this jumps up to ~25% at level 2 and ~45% at level 3. That's an enormous difference, and if the low starting chance is dissuading you from investing in it in the first place, you will never know. Same goes for the boost to defense (which is normally regarded as one of the worst defensive stats, because things that can melee usually have huge acc and things that don't melee just nuke you, which defense doesn't help at all). The defense boost from Flutter is actually huge enough to make even high acc mobs miss you on a regular basis.

Predator's Stride might be good, if it ever worked, but right now I think it's junk. Maybe with a lot of Cunning, but I haven't gotten to a point yet where I felt I had stats to spare. I need lots of Dex for defensive talents and lots of Will for Flamespit, the only reliable source of damage.

I think a problem that folks starting off with Ritch are going to have is with the apparent emphasis on impermanent weapons. Much like Drake and Hydra's respective drakeling and head mechanics, this is presented right up front, in the opening dialog. This makes it seems like it's a Ritch's main shtick, when in reality it's more of a last resort option. Ritch just can't melee early on, and investing in the talents that make using weapons possible will leave you short on points to spend on the things you need to survive. Picking up Scrap can be handy for blocking some damage, but aside from that, I don't think it is wise for a Ritch to invest in either Cutting Edge or Extravagancy at all before... well, before any point that I have reached with a Ritch.

As you said, a Ritch is only good at two things: spitting and bumping. However, they have one tree for spitting and... all of the rest for bumping. But bumping is too dangerous early on. Which only leaves one viable tree for dealing damage. The start is not a hybrid at all, it's pure caster, with only one 'spell' (Inflame is a buff, so is Gatling, and Flame Pod is just super tedious, never mind the fact that it is not available early). Even if you risk letting mobs into melee range, your bumps aren't any good without a lot of investment. Invest in trying to make your bumps better and you end up losing out on defense to the point where you will get squashed if you're in melee, anyway. It's a lose-lose situation. Flamespit is fine, but by its very nature it creates a class with no rotation whatsoever. Flamespit is all you do, while occasionally using Cut Loose, Scrap, Buzz Off or a Natural Combat talent, when needed.

So, some conclusions.

On the Volatile Changes:
My opinion now is that that Ritch should start with Wing Pod (and the descriptions should be clarified, and Flutter should give you a little more at TL1 so it doesn't look completely useless at first sight). I know I was the one that suggested swapping it out in the first place, but experience has changed my mind. They should also start with Bloodletting, as it is essential for their survival (although, not so much now that First Discipline Hungry Eyes is a thing). I'm o.k. with Hoarding being locked, I've still pretty much only used it for Clasping with a Ritch. Cold Blood can be locked, though I still think in its current state it is not worth the point to open it. Implementing the unique trophies you had mentioned and adding Charm Mastery somewhere would make it much, much more worthwhile. Removing the stat reqs has made no difference at all. Requirements were never what stopped me from investing in it.

On game play:
All melee talents are basically useless early on, and investing in them will leave you weaker than weak. This includes Stinger, no matter how good you think it is. I still find it tedious to use, never mind that it requires you to be in melee (or what I like to think of as 'bug-squashing') range. If Stings were ranged (even short range) attacks, instead of being applied by bumps, it would make a world of difference for Ritch early game. If the first talent gave you an activated, targeted, short range bolt attack that applied a random Sting, it would be so much better. That messes with the mechanics of Dive Bomb and Ejection, but they could also apply random stings, and that would solve that problem. Predator Stance would still be useful, assuming Stings would work as a ranged attack based on accuracy, with a chance to miss and so on.

Another change that could make early game melee-hybrid a little more viable would be if the unarmed cost for Strong Arm was a Stamina drain, not a bleed. This would at least allow you to do some bump damage without weapons, which are too unreliable/scarce in the early game due to disarm/durability/drop rates. The problem with the bleed is that it stacks up too quickly and you end up negating all of your life regeneration and healing. I do not think the bleed is necessary for life steal, either, so long as they start with Bloodletting available. This gives them a bleed at level 4 (two with Batter), and anything pre-level-four is not really a concern. Also (at least for as long as First Disciplines remain a thing) you have Hungry Eyes, anyway.

Ritch is a one-trick pony. Admittedly, it's not a bad trick, but this makes them a little boring at times. At higher levels, I could see them getting into melee, once you have Flutter for defense and Strewn so you can make up for the accuracy penalty it incurs. Once they can survive melee they should be very powerful, due to the plethora of great melee talents they have... However, even as the 'resident Ritch expert', I haven't made it far enough for this to be viable, and it was only after much trial and error that I managed to work out what would and would not work for a Ritch in the early game.

Alright, that's about all I've got at the moment. I've spent too much time on this already :P

Oh, no, wait, there was one last thing that's been nagging at me for a while. You've mentioned a couple of times now that Ritch (or is it Mantis?) get Bloodthirst so that they have something to play off of their racial tree, which has lead me to the conclusion that you are operating under the mistaken belief that Bloodthirst actually lets you make things bleed.

Stuntofthelitter
Spiderkin
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#622 Post by Stuntofthelitter »

daed4 - Engage in constructive criticism / discussion or don't post. Pure negativity / insults add nothing to the ongoing thread and, importantly, aren't productive.
<astralInferno> poor stunt
<astralInferno> you suffer so that others may suffer in the intended way

Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/

nekarcos
Uruivellas
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#623 Post by nekarcos »

@tabs
Alright-- I'm writing you into the "Hall of Fame"! (I WOULD give you the same fanfare I gave the other dude, but it would get tiring REALLY quick as more people won, heh...)

Besides the obvious "advantage" that "Select your Escorts" may be giving you, everything looks legit, so all good!

We've got an absolute TON of Hydra winners now-- Just as I thought, its reaching a very nice place at the moment-- But not nearly at all "the right place" yet. Still a lot of exploitation of the armor bonuses granted via Nature Hardened and Treasure Hoarder's Will. Ideally, I want these to be "nuclear" options-- An obvious, powerful strategy that should ONLY be necessary for Nightmare and higher. That is to say, I wonder if it's possible to beat "Normal" mode WITHOUT using this trick...?

Anywho-- Congratulations! You'll be immortalized into this add-on now! I'll also be using your character as a frame of reference when it comes to balancing overall Hydra gameplay. Good stuff!

PS: If you had clasped "Eye of the Wyrm" onto a Drool head instead, something really cool would have happened, hehehe...


RE: PES...?
OH! "Pain Enhancement Systems"!! That's a PRODIGY!!! An "Embers of Rage" prodigy, eh? I had no clue!
You see, I was so worried that it was an Escort reward or something, and was always concerned about how easily it could "jump" stats for the purpose of easy talent level ups (much how "Heroism Infusions" tend to be)-- This exploit is the main reason "Natural Combat" doesn't have an activated effect that increases your stats. But WHEW!! That's a relief. This isn't accessible until Level 30, huh?

RE: Treasure Hoarder's Will
HMPF! I'll be talking about THAT at the bottom of this post.

RE: Too many talent points!
Agreed-- Hydra doesn't have much "encouragement" to "branch out" with its talents, does it, heh... I don't entirely think this is a bad thing, but it has JUST become something on my "watch" list. We'll see how frequently this becomes an issue for Hydras.

RE: Invisibility Detection
"Invisibility" is a POWERFUL parameter in ToME. So much so, it almost always comes with a damage nerf as well to encourage dealing with said target last. It's also strictly "superior" to "Stealth" in that the means of "dispelling" it are NOT innate, and require special abilities. For this reason, I can't exactly give PASSIVE bonuses to "See Invisible"-- But "Eagle Eyes" can currently grant you some for a short duration when activated.

RE: Hidden Prodigy?
Secrets shall remain secrets. To those who know about it, they will have a powerful tool. Otherwise, I will not be making these any easier to find. I want people to go "Ohhh!" when they find it, or someone tells them about it.

RE: Dealing with Blight late game
In the future, your Orb will have almost ALL the capabilities The Summoner himself does (including Blighting purging)-- But it will come at a HEAVY power cost, encouraging you to choose wisely about when and why you do it.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


@Arsonius
I'll try messing with Blinding Shot a bit-- But this feels like an issue that happens only in a very bizarre, "specific" situation-- So it might just be easier to wait for it to happen again (rather than to go looking for it).
As a programmer, you'd be surprised how many issues you can resolve by accident simply by leaving them be and allowing yourself to come to a solution by happenstance!
A good example was DarkGod's recent fixes to "Telekinetic Leap"-- Which INSTANTLY fixed EVERY problem I was having with Fire Drake's "Glide" talent (which fundamentally operates under the SAME exact principles, hahaha).


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@nsrr
The thought of you writing these ENORMOUS essays on a phone makes my (not) carpal tunnel syndrome feel so much better...

... But, seriously though, to the responses:


RE: Flamespit is REALLY boring!!
I'm constantly trying to figure out how I can drag some of Ritch's late-game melee power into Ritch's early-game melee power. However, the issue has always been that Ritch's power comes through its versatility of talents. When you consider this with the fact that Ritch is typically "Talent/Generic starved", this could mean the solution lies in making more "compound" talents-- That is, merging two similar effects together. But... Which ones exactly...?


RE: Low Margin for Error
I'm presenting a (possible) solution in the next update. I have a feeling everyone will really like it and the options it will open up for Ritch.

RE: Confused??
Hmmmm...

RE: Buzz-Off
I haven't seen it used enough-- But a very PARTICULAR buff I gave it (but doesn't seem to be working correctly) is that you will ALWAYS go at least HALF of the maximum distance. I think it might have something to do with jumping onto a "solid" tile-- Which is pushing you back towards your starting point sometimes. I'll have to double-check this and get it working properly.


RE: "Batter" causes self-bleeding?!
... Uhhh, no it doesn't...
... But it does NOW! *types code in furiously*

(You were probably sustaining "Open Veins")


RE: "Batter" can't be used point-blank
... Strange. I thought I SPECIFICALLY removed that code... I'll look into that before the next update!

RE: "Flutter" is amazing-- But doesn't look like it at first.
I've created a new tag for talents with very "exponential" or "steep" potency gains. It will add explanation text, notifying the player of this-- But I still feel it should be made attractive in a more "natural" way.
Anywho, Ritch has A LOT of "steep" talents (because I wanted to encourage "all-in" types of investment-- Most of "Wing Pod", really)-- So it needs this tag the most.

RE: Predator's Stride is (sometimes) good
There is, indeed, a "rather-too-high-bar-to-entry" with "Predator Stride"-- Which I, personally, don't like either. However, it's EXTREMELY effective-- When it works.
... Long story short... It needs an "easier" method of improving. "Cunning" might leave a bad taste in a player's mouth (despite offering "Crit Chance"), and "Dexterity" is FAR too accessible for the effect this gives. I wonder what the "investment" should be...

RE: Emphasis on Impermanent Weapons... But they suck.
I don't want it to be a last resort! It's supposed to be a POWERFUL, but "consumable" damage OPTION!! An easy solution would be to significantly increase the damage and reduce the maximum durability-- But then Ritch would start fighting with its wallet and not its skills, hehehe...
Anywho, a "thought" is doubling base weapon damage, but halving scaling when a weapon becomes Impermanent. Since an early-game Ritch won't have the stats to really make a weapon "shine", this should (rather smoothly) improve early game damage whilst "toning down" (but not "removing") late game damage. I'll need to try it out myself... But how does that sound?

RE: "Wild-Child" = BAD early-game investment!!
I have thought A LOT about LOCKING "Fervency". It is an utterly USELESS talent tree until mid-late game where Ritch can actually start doing the NASTY damage that Fervency is begging for. This, and it offers practically NOTHING in terms of "damage options" in the early game. I really wouldn't mind locking this talent tree up and giving the category point to something else.

RE: Ritch bumps and spits
No comment; It's all very true.
This needs tweaking, and I'm hoping the next update will open this up to it a little more.

RE: Start with "Wing-Pod"
Would you (or anyone else) be torn up if I moved the Category Point from "Fervency" to "Wing-Pod"...? I personally wouldn't be.
My only concern is that "Fervency" has Ritch's 2nd best activated "weapon" attack-- And this might be pulling it out of reach...

RE: If "Stings" were "projectiles"...
That's definitely a thought-- Honestly almost too good really!
It gives me a fun idea... But I'll let the idea sit a while instead of acting upon it immediately. We'll see if it's necessary after the update.


RE: "Strongarm" is too strong for my arms!
A "Stamina Drain" wouldn't fit into the theme of "breaking your own hands by hitting too hard", hehehe... The idea is that you ONLY resort to this if you're desperate-- But the life costs will be expensive (probably more than you can handle).

I'll cut the bleeding effect in half (since you attack "twice" after all). In fact, now that I think about it, making the bleeding a flat amount only served to nerf its early-game usefulness... But... If I made the bleed a percentage, it would only discourage getting more "Life" in order to withstand it for a longer period of time...
... But it NEEDS to have some sort of imposing "price", considering how easily it can be used to trigger "Blood Heat"...

*throws self out of seat* UGH!! This talent's playing me like a damn fiddle...!


RE: "Open Veins" is all a Ritch needs
... Tell that to all the Skeletons, Elementals, Ghosts, Dreads, and other blood-less horrors that you're going to be facing. The truth is, I gave Ritch TWO self-bleeds ("Batter" and "Strongarm") MAINLY for these circumstances, because (in my experience) Ritch honestly falls apart as soon as it has nothing to make start bleeding. It even got to the point where I started attacking MYSELF because I needed to bleed SO desperately. In fact, in the late game, I would actually use the "Spider Egg Sac" ENTIRELY so that I had something to slap and make bleed with my ENORMOUS damage output and life steal... Which (although fitting the theme of the ravenous, predatory nature of a Preying Mantis) is utterly stupid and ridiculous, hahaha... I kinda wish this wasn't a thing!

RE: Weapon/Durability is scarce
I'll try squeezing durability totals closer together again. I want "late" weapons to have GOOD durability, but I want "early" weapons to have decent durability too-- Enough that you can find another weapon by then (in all of ToME's horribly "RNG" glory).

Also, this might sound like absolute INSANITY, but I actually intended Ritch to be PROFICIENT at hunting "Adventurer Parties"-- And thus, EXTREMELY wealthy with cool swords and weapons. Sounds like a mere dream at the moment, right...?

... I'll make sure that changes.


RE: "Bloodthirst", not "Bloodlet"
Huh? *double checks*
... Well I'll be damned. It looks like I mis-remembered this talent tree...

GREAT! I'll go with my "OTHER" candidate then, heheheh... I think everyone will REALLY like what I replace it with. It's almost TOO good, really...


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*** To everyone-- And about the "Treasure Hoarder's Will" Armor Bonus:
To be clear on something: "252.7 Armor" from Talent Level 1 Treasure Hoarder's Will (tabs's Hydra here) is FAR too economical and is ringing A LOT of alarm bells. I'm sorry, but numbers like that just CAN'T be allowed to fly-- Not at Talent Level 1 at least (where the bonus was only 50% of what it COULD have been).
I will CERTAINLY be nerfing the armor bonus it gives in the next update, since tabs here has shown me JUST how absurd "THW" can REALLY get. Chances are, it will come in the form of a very tall "diminishing return" (like 100 or so per "tier") to somewhat discourage "stacking" of one bonus. This talent is meant to add customizability to your various power levels (and EACH stat SHOULD be undergoing diminishing returns-- But "Armor" doesn't). Currently, all it's being used for is to abuse the GIGANTIC Armor bonuses it can currently give (which I have only allowed to stay for the sake of "easy mode" testing).
However, it is now getting out of hand. With this trick, Hydra does not need "Regenerate", a Fire Drake can reach end-game without Drakelings, and only god knows what a Ritch could do with it (if we got that far, hahaha). To summarize, this trick is killing standard, projected Avatar gameplay, so it must be "weakened" in some way-- Or, at least, made a little less accessible without PROFOUND investment. We'll see... This is just a warning to anyone who is starting to warm up to it. DON'T, because it's going to be nerfed.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

daed4
Halfling
Posts: 80
Joined: Mon Nov 24, 2014 12:01 am

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#624 Post by daed4 »

Stuntofthelitter wrote:daed4 - Engage in constructive criticism / discussion or don't post. Pure negativity / insults add nothing to the ongoing thread and, importantly, aren't productive.
If he had reading comprehension of read half of what I write he'd understand what I mean.

As would anyone really.

nsrr
Sher'Tul
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Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#625 Post by nsrr »

nekarcos wrote: @nsrr
The thought of you writing these ENORMOUS essays on a phone makes my (not) carpal tunnel syndrome feel so much better...
Ha, that would be something! No, I type the 'essays' on my computer, but occasionally I shoot off a 'short' reply on my phone, while commuting on the bus. It really doesn't like the BB format though, and I often end up leaving out or mistyping words. Kills time, though :lol:
nekarcos wrote: RE: Buzz-Off
I haven't seen it used enough-- But a very PARTICULAR buff I gave it (but doesn't seem to be working correctly) is that you will ALWAYS go at least HALF of the maximum distance. I think it might have something to do with jumping onto a "solid" tile-- Which is pushing you back towards your starting point sometimes. I'll have to double-check this and get it working properly.

RE: "Batter" causes self-bleeding?!
... Uhhh, no it doesn't...
... But it does NOW! *types code in furiously*

(You were probably sustaining "Open Veins")
The buff seems to be working, at least for the most part. Buzz Off has proven much more reliable in the last few runs I've done, since you made this change.

And, yeah, I guess you're right, the bleed must have been from Open Veins. I suppose this is also the reason I was not seeing the big-impact hit I was expecting, because most of it was converted to bleed.
nekarcos wrote: Anywho, a "thought" is doubling base weapon damage, but halving scaling when a weapon becomes Impermanent. Since an early-game Ritch won't have the stats to really make a weapon "shine", this should (rather smoothly) improve early game damage whilst "toning down" (but not "removing") late game damage. I'll need to try it out myself... But how does that sound?
Hmm... that's not really something I can assess in my head. I would have to try it out. Might be worth a go, though.
nekarcos wrote: RE: "Wild-Child" = BAD early-game investment!!
I have thought A LOT about LOCKING "Fervency". It is an utterly USELESS talent tree until mid-late game where Ritch can actually start doing the NASTY damage that Fervency is begging for. This, and it offers practically NOTHING in terms of "damage options" in the early game. I really wouldn't mind locking this talent tree up and giving the category point to something else.
Fervency offers Cut Loose, which is an excellent early damage boost. I actually use it more often for when I have to melee something (like a Red Crystal) than I do to escape from stuns. Having it as an option to remove stuns is definitely not something I want to have to pay a cat point for either, though.

Also, while the whole demoralization thing might not really come online until later, Overkill and Burst Slash synergize with Open Veins to allow you to start a bleed from range (so long as the mob you Flamespit to death has a buddy next to him, which happens a lot more often than you might expect). It doesn't matter that the bleed inflicted does less than one damage per turn, it's still a bleed.

Currently, if I had to pick any tree to lock in place of Wing Pod, it would be Stinger. I had only suggested Hoarding because it was also a generic, but the truth is that if it Hoarding were locked, there's a fair chance I would end up dropping my first cat point in there anyway.
nekarcos wrote: RE: "Strongarm" is too strong for my arms!
A "Stamina Drain" wouldn't fit into the theme of "breaking your own hands by hitting too hard", hehehe... The idea is that you ONLY resort to this if you're desperate-- But the life costs will be expensive (probably more than you can handle).

I'll cut the bleeding effect in half (since you attack "twice" after all). In fact, now that I think about it, making the bleeding a flat amount only served to nerf its early-game usefulness... But... If I made the bleed a percentage, it would only discourage getting more "Life" in order to withstand it for a longer period of time...
... But it NEEDS to have some sort of imposing "price", considering how easily it can be used to trigger "Blood Heat"...

*throws self out of seat* UGH!! This talent's playing me like a damn fiddle...!

RE: "Open Veins" is all a Ritch needs
... Tell that to all the Skeletons, Elementals, Ghosts, Dreads, and other blood-less horrors that you're going to be facing. The truth is, I gave Ritch TWO self-bleeds ("Batter" and "Strongarm") MAINLY for these circumstances, because (in my experience) Ritch honestly falls apart as soon as it has nothing to make start bleeding.
All fair points. The bleed does seem necessary (considering Skeletons et al), but at the same time it can be overwhelming. Using it to start a bleed every now and then when you need to works fine, but it's no good for a sustained melee damage increase, which was my concern. Tweaking durability and weapon damage might be enough to make it so having an unarmed damage boost is not as necessary for the hybrid style a Ritch is aiming for to work before drop rates pick up.

Grey
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Contact:

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#626 Post by Grey »

daed4 wrote:
Stuntofthelitter wrote:daed4 - Engage in constructive criticism / discussion or don't post. Pure negativity / insults add nothing to the ongoing thread and, importantly, aren't productive.
If he had reading comprehension of read half of what I write he'd understand what I mean.

As would anyone really.
Such insults have no place on this forum. If you continue like this I'm afraid we're going to have to exclude you from the community. Please either learn to be civil or keep your thoughts to yourself.

This is your final warning.
http://www.gamesofgrey.com - My own T-Engine games!
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jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#627 Post by jenx »

I've killed Shade of Telos, it was the next tower with loss of abilities that I was saying was ridiculous. Shade is no problem if you collect cold resist gear on the way.

I have another question: do you get accuracy bonuses with the melee talents on the avatars? This is common to virtually (if not all) melee talents in tome, unarmed and armed, ranged and melee. I can't see though if this is the case with OoTS.
MADNESS rocks

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#628 Post by nekarcos »

jenx wrote:I have another question: do you get accuracy bonuses with the melee talents on the avatars? This is common to virtually (if not all) melee talents in tome, unarmed and armed, ranged and melee. I can't see though if this is the case with OoTS.
Do you mean that stuff like "Armor Pen PER Accuracy" or "Crit Chance PER Accuracy"...?
Hmmm... No, I don't think you do... That might be good to add in, though!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Almonihah
Cornac
Posts: 41
Joined: Thu Jun 05, 2014 2:09 am

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#629 Post by Almonihah »

I still owe you my post-hydra-win comments... I haven't forgotten, I've just been busy. Also, they'll probably be an enormous essay, which has been scaring me away from starting. XD

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#630 Post by nekarcos »

Update: I've been meaning to release the update for a few days now, but rather good reports and somewhat pressing matters have been getting submitted on a daily basis! It means this next update is going to be pretty huge, so bear with me while I work everything out! As usual, don't let this discourage you from reporting-- I, personally, think a giant, belated gift is FAR better than a small, punctual one!

PS: I HAVE FINALLY DEFEATED THE "RESTART SAME CHARACTER" BUG!!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

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