nekarcos wrote:@phantomglider
Aye-- Ritch has, indeed, been a difficult thing to find a good spot for. As you can see from the VOLATILE changes, I'm experimenting with ways to make standard Ritch play a little smoother, but without handing over too much power. But anywho-- Let's get to responses!
RE: Ritch Early Game
I would STRONGLY encourage using your other tools first, and your impermanent weapons last! Remember, even though Ritch has some powerful melee tools, it's still considered as a Ranged Avatar and prefers to be at a distance if possible.
RE: Power and Accuracy too low!
Power is not too much of a problem-- Ritch has plenty, but endurance it does not. As for "Accuracy", you pretty much always want to get "Eagle Eyes". However, if you DON'T want this to be your first discipline, you might be best off getting some Dexterity or sticking to a non-Wild-Child talent tree...
... Oops. What am I saying?? I have no place trying to tell you HOW to play the game. If it wasn't obvious at a first glance, then I am DEFINITELY doing something wrong. I definitely want to hear more about your first experience-- Every frustration you had-- All the things that just didn't "click" for you. These are what I definitely want to correct in the future.
RE: Flamespit is weak
-- But it has a 0 cooldown, instant 100% hit, and is VERY spammable! Don't write this talent off too quickly now!
RE: Durability is lame
It is, but necessary.
I'm still trying to mediate the balance of weapon durability... You see, the weapon drop rate is VERY low during the first half of ToME, while the drop rate is very HIGH in the second half. This kinda throws my durability formula for a loop (since more talent points improves weapon durability-- This becomes REDUNDANT later in the game, where you end up with more weapons than you can get rid of).
For this reason, I feel the easiest solution would be to have EVERY weapon have the same durability-- But flavor-wise, this makes no sense, and it bothers me to do it. Long story short: I'm still pondering over how to "elegantly" deal with the durability issue, such that weapon breakage is ALWAYS a threat-- But without completely "starving" the player of weapons. Particularly, I was hoping to make non-melee talents look VERY appealing at the start of the game, but then have them fall off in effectiveness near the second half of the game. This SHOULD smooth out the durability issue at the start, whilst nicely transitioning them into melee combat during the second half.
... But alas. This is all just fancy-smancy theory-developer talk. Nothing is being done, is it now? Grrr... If only I had more Ritch players to observe... I can't come up with any reasonable numbers without some firsthand experiences!
RE: Resource meter
I've talked about this in the past, but the nature of Impermanent weapons mean there would be an "unlimited" amount of possible UIs-- Which is nightmarish from a programmer/developer standpoint. What I need is a nice elegant solution for keeping the player aware of their durability situation, but WITHOUT shoving the numbers into their face (such that those who aren't paying attention will encounter a nasty surprise).
I've already thought about making a message pop-up-- But THAT tends to get utterly CONSUMED by the huge deluge of combat log junk that tends to pour in. A screen message would get obnoxious-- And a custom UI... Well, a custom UI is problematic, as I described above.
... I suppose all I can really say about this for now... Is... Well... Keep an eye on that "Impermanence" icon you have in your status list. It tells you the durability of ALL your weapons.
RE: No durability loss from basic attacks
They need to wear and tear SOMEHOW... Unless you're suggesting they just automatically fall apart over time...?
RE: Plowing through a pack of rats
This is what your "Wild-Heart" talents are for, hehehe...
Also, keep in mind: Ritch's weaponless attack is VERY potent, it shouldn't be underestimated...
It was not at all clear to me that Ritch was intended to start as a primarily ranged class. Everything they start with unlocked is melee and most of their talent trees talk about melee attacks or bleeding, which they can only apply in melee. If anything, Flame Spit looked like a supplemental thing you could do while waiting for melee enemies to close or watching ranged enemies run away. If you want Ritch players to start at range, you should probably have Flame Spit unlocked and talent pointed by default.
Second, Flame Spit really is weak period, much less weak for its cost, especially at the beginning of the game. Yes, it's spammable, yes it's 100% hit rate - compare it to anything similar. Flame also does fire damage, also starts out hitting a single target, also does damage every turn. An enemy might juke out of the way once in a while, but it's quite a fast projectile and if you learn to aim past your opponent doesn't often miss. Flame is only castable once every 3 turns, but
this character does 95 damage per cast compared my Ritch's 19 per cast, which is a rate of about 32 damage per turn, over 1.5 times as much. It also costs 4 mana per turn to Flame every time it comes off cooldown, and Mana generally is a much cheaper resource than Equilibrium is. Flame also gives you 2 turns out of every 3 to do whatever you like - running away, healing, casting other stuff. Flame wins hands down, and that's not even getting to the way it starts beaming after a couple more points.
It's pretty much the same with every other early damage spell, even the ones on the hybrid characters.
Acidic Spray does 95 damage on a 7-turn cycle, for 14 damage per turn, but does it at 3 equilibrium per
cast or less that 0.5 equilibrium per turn.
Bone Spear does 75 per cast on a 4-turn cycle, just about 19 a turn, beams right from the very beginning, and costs ~3 vim per turn which is not unlikely to get refunded.
Sun Ray does about 60 damage every 9 turns, for about 7 damage per turn, but it can hit things past obstacles and costs negative light energy - this is the recharge ability you don't want to use if you can help it, not a primary damage source. Most damning is
Summon Ritch Flamespitter, which does exactly the same thing as Flame Spit, but does it for 8 turns on end without further input from you and at a cost of
0.25 equilibrium per turn.
On Power and Accuracy: If Ritch is intended to start out casting Flame Spit at everything and essentially never melee attacking, it's fine. But every other class that's intended to bump every once in a while starts with a point in at least one of the Generic Combat talents that boost accuracy or physical power.
On Durability: I don't think UI would be too difficult for it. Just have the meters measure durability of your currently equipped weapon/s the same way that the ammo counters for ranged weaponry and alchemist bombs do.
I would suggest that basic bump attacks not cause damage to weapons, but that all of the abilities and sustains do. For example, Cut Loose would add durability costs to attacks during it, Dismember would have a durability cost, Strong-Arm's durability damage would be something like "+75% durability damage from all other sources and an additional 1 durability damage for each attack". That way you can scythe through chaff without worrying about it, and you only take durability damage if you're in a fight that's hard enough to actually notice.
If you're having a hard time with the way weapons get more durable late game, you might try making durability loss based on the amount of damage the attack does. That way it automatically ramps up as the game goes on.