Nullpack 2019-02-21: Gravitic Infantry
Moderator: Moderator
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- Sher'Tul Godslayer
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Re: Nullpack 2014-02-11: Temporal Assault (now for Heavy and
It's possible that the prices for Creep talents are too expensive.
Do any of them feel okay in price, or are all of them too costly?
Thanks!
Do any of them feel okay in price, or are all of them too costly?
Thanks!
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- Sher'Tul Godslayer
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Re: Nullpack 2014-02-23: Hate, Hate, Hate!
Creep Hate Bonus: the Cursed / Horror sustain Void Communion now costs 20 Hate to sustain, but once per turn when your melee attack hits a foe who is suffering a Blind, Poison, Slow or Fear effect, you regain 1.3 to 6.5 Hate.
This ought to do several things:
1/ Reinforce how awesome it is to Slow your enemies
2/ Make Poisons slightly more interesting for this class
3/ Make the Darkness beam attack more interesting
4/ Make extended boss-fights less painful
and maybe
5/ When the Fears category stops sucking, make Fears super interesting as an unlock.
I have tested this and it seems to work but as always, bugs are possible, so please do report any!
Cheers!
This ought to do several things:
1/ Reinforce how awesome it is to Slow your enemies
2/ Make Poisons slightly more interesting for this class
3/ Make the Darkness beam attack more interesting
4/ Make extended boss-fights less painful
and maybe
5/ When the Fears category stops sucking, make Fears super interesting as an unlock.
I have tested this and it seems to work but as always, bugs are possible, so please do report any!
Cheers!
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- Archmage
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Re: Nullpack 2014-02-23: Hate, Hate, Hate!
Doesn't your fix still render Hate a huge problem until later on? Most of my gameplay difficulties arise in the early game, where characters don't yet have the toolkit to deal with various situations.
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.
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- Sher'Tul Godslayer
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Re: Nullpack 2014-02-23: Hate, Hate, Hate!
The very early game has nothing to spend Hate on:malboro_urchin wrote:Doesn't your fix still render Hate a huge problem until later on? Most of my gameplay difficulties arise in the early game, where characters don't yet have the toolkit to deal with various situations.
- Sloth is better-than-free
- Dual Strike costs Stamina
- Gloom is free
- Darkness is worthless in the early game
- Stealth is both free and worthless in the early game
What level in specific are you dying horribly and hopelessly?
Re: Nullpack 2014-02-23: Hate, Hate, Hate!
Playing the Embers of Gerlyk finding it rather annoying that they have nothing for closing distance without expending combo points until level 8 barring use of Cornac category point to unlock combat techniques. Having quite a bit of fun with them otherwise and for one on one combat will frequently burn an enemy so that they'll die in a couple turns and do the full Fist of the North Star diesengage and utter "you are already dead" followed by waiting a couple turns for them to burn to death. This pack is quite fun and have enjoyed playing the classes I've tried so far.
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- Sher'Tul Godslayer
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Re: Nullpack 2014-02-23: Hate, Hate, Hate!
Cool, glad you're mostly liking it!joebobjoe wrote:Playing the Embers of Gerlyk finding it rather annoying that they have nothing for closing distance without expending combo points until level 8 barring use of Cornac category point to unlock combat techniques. Having quite a bit of fun with them otherwise and for one on one combat will frequently burn an enemy so that they'll die in a couple turns and do the full Fist of the North Star diesengage and utter "you are already dead" followed by waiting a couple turns for them to burn to death. This pack is quite fun and have enjoyed playing the classes I've tried so far.
The idea behind the current Ember was that you'd use the Fire talents as your ranged options, so you wouldn't need to close the distance as desperately as a class which is restricted to melee, but maybe that's not synergistic enough.
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- Archmage
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Re: Nullpack 2014-02-23: Hate, Hate, Hate!
Nvm, I think I kept dying earlygame because I didn't know how to handle anything that used stealth. iirc, the Creep was the first class I played that used stealth
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.
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- Sher'Tul Godslayer
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Re: Nullpack 2014-02-23: Hate, Hate, Hate!
Stealth is NOT easy in the early game, do try out a Rogue out and see if you like the Stealth playstyle.malboro_urchin wrote:Nvm, I think I kept dying earlygame because I didn't know how to handle anything that used stealth. iirc, the Creep was the first class I played that used stealth
I hope that compared to a Rogue, the Creep is solid... but I don't promise to be far from the Rogue's early game, which can be difficult.
Cheers!
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- Archmage
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Re: Nullpack 2014-02-23: Hate, Hate, Hate!
Just beat Prox on a Halfling Creep, and Sloth is very helpful. Having a free, low-CD, gap-closing, Hate-replenishing, relatively-high-damage ability that can't miss is extremely useful on a melee character.
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.
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- Sher'Tul Godslayer
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Re: Nullpack 2014-03-10: Chronomancy Compensation
Update: tweaked some of the new Chronomancy talent costs.
Also added code to compensate for the new Nulltweaks option to use Magic instead of Willpower for Temporal Warden talent trees, and to compensate for upcoming changes to Brawler talents.
Finally, I moved all the options into the Gameplay tab instead of taking up a tab of my own. My options all look like "Nullpack: ..." or "Nulltweaks: ..." and are grouped together.
Also added code to compensate for the new Nulltweaks option to use Magic instead of Willpower for Temporal Warden talent trees, and to compensate for upcoming changes to Brawler talents.
Finally, I moved all the options into the Gameplay tab instead of taking up a tab of my own. My options all look like "Nullpack: ..." or "Nulltweaks: ..." and are grouped together.
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- Sher'Tul Godslayer
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Re: Nullpack 2014-03-10: Chronomancy Compensation
Uploaded a minor bug fix in a Storm Warden talent. If you get a Lua error when using Flame Surge, please update. The update should be transparent (i.e. won't invalidate existing characters).
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- Higher
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Re: Nullpack 2014-03-10: Chronomancy Compensation
The Heavy's Pull of Gravity has a tendency to pull enemies to the opposite side of your character and therefore, apparently, outside of it's own damage area. I still get the shield bash, but not the spell damage portion. It's very annoying.
Re: Nullpack 2014-03-10: Chronomancy Compensation
Winter Wrath doesn't appear to trigger reaving combat. It's a spell that takes a turn so it should... but it doesn't.
Burb Lulls wrote:"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"
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- Sher'Tul Godslayer
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Re: Nullpack 2014-03-10: Chronomancy Compensation
Hmm. I could add damage to the ring around the character, or damage everyone who got moved, or try to keep them in the cone. Which is preferable?marshmallowpeep wrote:The Heavy's Pull of Gravity has a tendency to pull enemies to the opposite side of your character and therefore, apparently, outside of it's own damage area. I still get the shield bash, but not the spell damage portion. It's very annoying.
Ah that's a bug in Corrupted Strength.Zaive wrote:Winter Wrath doesn't appear to trigger reaving combat. It's a spell that takes a turn so it should... but it doesn't.
Wintery Wrath uses no_energy='fake' because it uses whatever turn length your weapons require, the same as a lot of Technique talents. Corrupted Strength ought to check "no_energy==true" instead of what it does now. (What it does now is put the Corrupted Strength check inside the use_energy code, so if you do anything other than use 1 unit of standard spell energy, you will trick Corrupted Strength into failing.)
Bug report here: http://forums.te4.org/viewtopic.php?f=42&t=40850 feel free to chime in.
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- Higher
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Re: Nullpack 2014-03-10: Chronomancy Compensation
Well, keeping them in the cone would increase the synergy with Repulsion Blast, which had been my intended strategy. Heavy doesn't really have any 360 degree AoEs to take advantage of having the enemies surrounding you, although if they do stay in the cone that makes the shield bash component hit fewer enemies. Really, any of those solutions would work, there's pros and cons, but for the particular way I was building that character (he's dead now) keeping them in the cone would be most effective.Hmm. I could add damage to the ring around the character, or damage everyone who got moved, or try to keep them in the cone. Which is preferable?
On another note, I think it would be fun and thematically appropriate if Striker got Voidwalker, and maybe Ascetic got Arcane Surge in place of Enhancement.