Fallen Class

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Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Fallen Class

#16 Post by Recaiden »

PseudoLoneWolf wrote:I doubt you can even recreate this, let alone fix it, but I figured I'd at least document it here in case someone else has a more permanent similar issue. When I created a new Fallen, something went wonky with my shaders and I was seeing black health bars on creatures instead of the usual green/yellow/red, and sustained talents weren't getting their yellow overlay. There were a few other minor graphical issues that I didn't bother to document.

Quitting the game, restarting it, and loading my saved game fixed the issue immediately.
You're right, I was unable to recreate that.
Mr Frog wrote:-I loved the lil flavour blurbs in the abilities
There are a few more now!
Mr Frog wrote:-There are some missing periods in text which were a bit jarring
I fixed (some of) those.
Mr Frog wrote:-Blood Fury still seems a bit overpowered. It should definitely have a fixed cooldown; I haven't tested it (was playing skeleton lol rip), but using Drem Frenzy to use level 5 Blood Fury twice in a row should let you multiply the damage of any given Bleed effect by 19.18 times which should be enough to liquefy just about anything in a couple of turns. If you give it a fixed cooldown you could make Self-Destruction still affect it specifically as a special case, since I think that synergy is intended.
Blood Fury was actually never as strong as its description implied. I've fixed its description.
But I have given it a fixed cooldown and slightly lowered its damage as well.
Mr Frog wrote:-It'd be nice QoL if Self-Destruction turned off automatically out of combat.
It now turns off when you rest!
Mr Frog wrote:-Why not just refer to the shadows as Lomea consistently? It'd make Lomea Anorithils seem less out of left field and would make it immediately clear that the tree is NOT the same as Doomed's
Done!
Mr Frog wrote:-It'd be nice QoL if the class's own bleed effects simply multiplied the power of their bleed procs by the target's resistance rather than having it be % chance
Have mercy on the poor bleed resistant enemies, Frog!

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Fallen Class

#17 Post by Recaiden »

A bug with the display (but not function) of Self-Destruction has been fixed.
Erenion wrote:Could you make at least one part of Splatter Sigils stack? I get why you might not want the energy gain to stack, but having five circles on the same spot only deal ~30 damage is a bit disappointing
This feature has been added.
Erenion wrote:Note: Brutalize is now the best stun in the game
it is a 1.5 stun
Brutalize is now a 1.6 version stun, with fewer talents affected and only preventing half cooldown.

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Fallen Class

#18 Post by Recaiden »

New version of the addon is up.

The main feature is a Sun Paladin Class evolution version of the Fallen.
Only recently fallen, these evolved paladins do not generate shadows, but they retain access to Celestial/Sun and Chants, giving them even greater mobility and defense.
To unlock this evolution, you must bring the Sun's Vengeance down upon a hate-user.

There are also small changes to all Fallen:
Shadow Absorb only affects a single target.
Shadow Reave lasts longer with talent points and its special ability has range 6 instead of range 1.
Shadow Madness can multihit surrounded enemies and has an effect even if targets are already gloomed.
Lunacy provides higher stat bonuses ( and has lore-friendlier flavor text :P )
Breach does more damage.

Just a dood
Halfling
Posts: 93
Joined: Wed Oct 16, 2019 2:33 am

Re: Fallen Class

#19 Post by Just a dood »

Recaiden wrote:New version of the addon is up.

The main feature is a Sun Paladin Class evolution version of the Fallen.
Only recently fallen, these evolved paladins do not generate shadows, but they retain access to Celestial/Sun and Chants, giving them even greater mobility and defense.
To unlock this evolution, you must bring the Sun's Vengeance down upon a hate-user.

There are also small changes to all Fallen:
Shadow Absorb only affects a single target.
Shadow Reave lasts longer with talent points and its special ability has range 6 instead of range 1.
Shadow Madness can multihit surrounded enemies and has an effect even if targets are already gloomed.
Lunacy provides higher stat bonuses ( and has lore-friendlier flavor text :P )
Breach does more damage.
I'm glad my offhand idea came to something. I'll be sure to check it out later.

Erenion
Archmage
Posts: 319
Joined: Mon Feb 13, 2017 4:43 pm

Re: Fallen Class

#20 Post by Erenion »

Lunacy got messed up in the latest update.
The spellpower gained is 20% to 40%, which seems correct.
But the mindpower gained is always 50% of your Magic...
Breaking Projection since 1.5

Seventeer
Cornac
Posts: 41
Joined: Mon Apr 20, 2020 5:58 pm

Re: Fallen Class

#21 Post by Seventeer »

skill Splatter Sigils "while giving you 2 positive energy per turn",seems like it do not work.

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Fallen Class

#22 Post by Recaiden »

That's probably been broken since the Circles tree got reworked, since it used the same -generate positive energy- mechanic.
I've uploaded a fix.

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Fallen Class

#23 Post by Recaiden »

I've uploded a fix for a couple of bugs - Blood Fury wasn't multiplying high enough (*0.xx instead of *1.xx) and Self-Judgement was being too generous.

I'm happy to note that the Evolution version of Fallen is being put into the base game!
After 1.7 is released, this addon will continue to exist to provide the base-class version.

BigLeafyTree
Yeek
Posts: 11
Joined: Wed Jul 15, 2020 11:55 am

Re: Fallen Class

#24 Post by BigLeafyTree »

I believe there's a bug that causes Mark of the Vampire to enhance bleeds by too much. It's setting the power of the debuff to 1+getBleedIncrease on application, then when its called when a bleed is applied it's multiplying the bleed by 1+eff.pow so that the total multiplier to the bleed is actually 2+getBleedIncrease.

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Fallen Class

#25 Post by Recaiden »

You are right!
I've uploaded a fix for this bug.

BigLeafyTree
Yeek
Posts: 11
Joined: Wed Jul 15, 2020 11:55 am

Re: Fallen Class

#26 Post by BigLeafyTree »

With Fallen being announced as a class evo I took a look at them and after playing around with them here's my notes/feedback/whining/unwanted opinions:

-I really appreciated having a way to reduce enemy cut resist when a big chunk of the class revolves around bleeds. I’m not sure it should be tied directly to a stun though because of how many enemies are stun immune. Maybe it’s just supposed to be a vulnerability for the class.
-The dirge tree has scaling going in odd directions. The return damage is mind damage and scales with mindpower, the shield on receiving a debuff is flat but uses spell crit, the turn gain one never scales, the flat damage block scales with spellpower, and the regen scales with level. It feels odd.
-Thank you for making the bleeds based on the damage of the hit and not actual life lost (looking at you Death’s Dance).
-Some of the trees have talents using Standard speed instead of mind, weapon, or spell speed. It seems odd. I think it's just activating the sustain for Blood Bath and all of the talents in Crimson Templar that have this issue.
-Several of the Cursed talent trees aren’t considered mind powers, they’re just typeless. Could matter for Eye of the Tiger, Suncloak (if they're meant to be spells) or other interactions.
-The sounds that the dirges make are awesome.
-It was a blast going into ‘hyper mode’ and flying around with big offense at the cost of defense. I would activate Self-Destruction and Dirge of Conquest and use the bleed blink attack thing to zip around like an idiot. It was great. If I got low Martyrdom added fat fire damage to hits to help lifesteal up and balance things out. Absolute blast.
-Splatter Sigils seemed to be ignoring blind immunity.
-Self-Destruction seems to have very broad cooldown reducing abilities, including some things I’m not sure it should be touching. It’s able to reduce cooldowns of items, inscriptions, and non-fixed CD prodigies. I didn’t get a chance to try it on my first run but it could be combined with the 4+ bonus of Curse of Madness for goofiness, since Curse of Madness’ CD reduction includes (I think?) everything Self-Destruction does AND fixed CD stuff (which would be real good with that bleed intensifying fixed CD attack). Now that it's become a Sun Pally evo there's Suncloak in the mix also.
-The self bleeding for hate was neat, but it was very troublesome because it would get in the way for clearing physical debuffs. Could it possibly be made a type:other debuff to avoid this?
-Some talents are unclear about what their damage type is. I think Final Sunbeam should say it does weapon damage, and Flee the Sun should say it does light damage.
-In Bloodstained the first talent also does a phys power vs phys save check but does not mention it, which I think it should. Also are the save checks for the bleeds necessary?
-Black Sun as a tree feels... weird. The final talent is the reason you take the tree but the rest of the tree feels unimpressive to me. Breach is okay as an effect but as a weapon class I didn't feel like I ever wanted to spend the turn casting it. Devourer Stance felt like it should perhaps be instant the way several other damage reduction talents are? It also doesn't log the self inflicted damage from Self-Destruction or Self-Judgement which may or may not be intended. Singularity Armor felt just... also present. It's there. As an idea, could you perhaps model part of the Black Sun tree on the Sun tree (thematic!), and take the gain mark to allow cooldown reduction and instant casting for Breach?
-It would be nice if Self-Destruction's self damage appeared in the combat log. Currently it does if the damage is prevented by a damage shield, but not if it's only hitting your life. Also the description should mention it can kill you.
-Black Sun has no stat requirements or level requirements in beta5.

Eagsasdf
Posts: 1
Joined: Mon Sep 07, 2020 1:38 am

Re: Fallen Class

#27 Post by Eagsasdf »

Hey I have to say I absolutely love this class overall. I have a few issues though. I played on Insane to Dreadfell, then restarted on Nightmare to win. I struggled quite a bit more than usual on Insane, but I think a big part of that is getting used to the 1.7 changes.

First, the good:
The reset on Blood Rush feels great.

The whole Bleed amp mechanic also feels great, *when it works* it is extremely satisfying to see a big number.

I like its defensive talents, and think they're interesting and thematic

Final Sunbeam is a fun skill that rewards me for actually caring about managing my procs and Positive Energy. I think as an anchor this works well, and is thematically on point.

Some problems I had:
I really think there could be more protection for the Bleed mechanic against Bleed immune targets. The 50% reduction on Bleed immunity feels like the bare minimum of what to expect. Fallen has so few ways to deal damage outside of Bleeding that coming up against a Bleed immune randboss or rare (which are everywhere it feels) is a terrible feeling, often I just ran for lack of options. Add into account that many enemies can cleanse either the Bleed or the Brutalized debuff and you're basically left with nothing sometimes. You end up having to break through so many layers of the enemy's defense it can be frustrating.

For Poisons Mystical Cunning works well to solve these issues for a lot of reasons i think. For poison youre encouraged to hit many times to stack it, and missing a few is no big deal, it just delays it a few turns. The poison reduction is irresistible, unlike Brutalize. Also, I believe Poisons usually represents a much smaller portion of damage, even those who heavily invest in it. Fallen feels much more about ramping up one giant bleed, and if just one of the steps fails the first time you're kind of screwed. I'm fine with some classes having clear weaknesses, but this felt far too limiting, especially considering the prevalence of Bleed immunity and cleanses.

There's a few skills I'm kinda confused on, like Singularity Armor. I'm not sure why I'd really care about converting a small portion of the small amount of non-physical damage I have. This may be a good spot for some respen or something.

Lunacy seems neat at first, but i struggle to really find a reason to invest in anything but Physical Power to begin with, and I'm already split between Phys and Spell starting out as a Sun Paladin. Mindpower does basically nothing for Fallen unless you take the Gloom tree, and that feels hard to justify taking even with this talent. I feel like it doesn't help enough to smooth out this all over the place feeling, and I'm not sure gaining extra power based on others would ever do that without some serious Spell or Mindpower damage scaling in its kit. Maybe if I could take Superpower and Arcane Might this could be more worth?

Id like some more tie in to its base kit to justify this as a class evo rather than a standalone class. Something like Suncloak feels hard to invest in because your most frequently used damaging abilities aren't Spells.

Anyway, I really like this class a lot, and excited to play it more!

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Fallen Class

#28 Post by Recaiden »

BigLeafyTree wrote:With Fallen being announced as a class evo I took a look at them and after playing around with them here's my notes/feedback/whining/unwanted opinions:

-Some of the trees have talents using Standard speed instead of mind, weapon, or spell speed. It seems odd. I think it's just activating the sustain for Blood Bath and all of the talents in Crimson Templar that have this issue.
-Several of the Cursed talent trees aren’t considered mind powers, they’re just typeless. Could matter for Eye of the Tiger, Suncloak (if they're meant to be spells) or other interactions.
-Splatter Sigils seemed to be ignoring blind immunity.
-The self bleeding for hate was neat, but it was very troublesome because it would get in the way for clearing physical debuffs. Could it possibly be made a type:other debuff to avoid this?
-Some talents are unclear about what their damage type is. I think Final Sunbeam should say it does weapon damage, and Flee the Sun should say it does light damage.
-In Bloodstained the first talent also does a phys power vs phys save check but does not mention it, which I think it should. Also are the save checks for the bleeds necessary?
-It would be nice if Self-Destruction's self damage appeared in the combat log. Currently it does if the damage is prevented by a damage shield, but not if it's only hitting your life. Also the description should mention it can kill you.
-Black Sun has no stat requirements or level requirements in beta5.
This has all been fixed for the next release.

Otherwise, I'm glad you liked the class, the sounds, the zooming, etc.

Bleed immune enemies are supposed to be a weakness of the class.
I think this is more pronounced on the Evolution version than the original version.
So the concern is that it's not too much of a weakness. (Especially on Normal, crazy randbosses are part of the experience)

The Black Hole tree
Some people like The first talent, other people thing it's not worth casting. I like that there's varied opinions, but it's not great to feel disappointing. I think this might be a symptom of weapons being so strong, or it being out of place on this class, rather than the talent itself. Giving it more synergy with Sun to make it more useful for positioning is certainly an interesting idea.
Devourer Stance takes a turn because it's both a delayed heal, and a buff with extra synergy to a couple talents. If it were only one of those things, I'd be comfortable making it instant, but as is it does too much for an instant talent, and thinking about when to best use it is probably a good thing.
Singularity Armor is not the best part of the tree, I admit. The idea is that it lets you bother knockback-immune enemies. It also makes the physical damage increases and penetration that you already want in your gear a little bit more effective. The projectile slowing is just a small bit of utility.
And then most everyone loves Doom Spiral.
Eagsasdf wrote:Some problems I had:
I really think there could be more protection for the Bleed mechanic against Bleed immune targets. The 50% reduction on Bleed immunity feels like the bare minimum of what to expect. Fallen has so few ways to deal damage outside of Bleeding that coming up against a Bleed immune randboss or rare (which are everywhere it feels) is a terrible feeling, often I just ran for lack of options. Add into account that many enemies can cleanse either the Bleed or the Brutalized debuff and you're basically left with nothing sometimes. You end up having to break through so many layers of the enemy's defense it can be frustrating.

For Poisons Mystical Cunning works well to solve these issues for a lot of reasons i think. For poison youre encouraged to hit many times to stack it, and missing a few is no big deal, it just delays it a few turns. The poison reduction is irresistible, unlike Brutalize. Also, I believe Poisons usually represents a much smaller portion of damage, even those who heavily invest in it. Fallen feels much more about ramping up one giant bleed, and if just one of the steps fails the first time you're kind of screwed. I'm fine with some classes having clear weaknesses, but this felt far too limiting, especially considering the prevalence of Bleed immunity and cleanses.
One possible solution for this, since Bleeding is like a huge chunk of the class, is letting them have "your bleeds always apply, but do less damage based on their bleed resist". So a fully immune enemy would take 5-10% damage, an enemy Brutalized down to 50% would take 50-55% bleed damage, etc. I love smoothening effects like this in general. The only reason I didn't already do it is that it makes Shared Agony even more always available.

furioussouls
Yeek
Posts: 13
Joined: Tue Nov 10, 2020 6:31 pm

Re: Fallen Class

#29 Post by furioussouls »

So i am playing this right now and there is a bug with Dirge of Pestilence. It doesn't have a cooldown. It activates every time i got hit with a detrimental effect. So yeah, it's insanely broken right now, since a lot of negative effects don't actually do anything significant.

And is hate supposed to stop going down after 50? i thought the min cap is 0.

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Fallen Class

#30 Post by Recaiden »

Are you playing with an old version? Dirge of Pestilence did not originally have a cooldown, but it does now.

Hate decays by half, so if you were at 100 Hate at the end of a fight, it will drop down to 50, that's usual.

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