@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.
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@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.