Mobilitiy-experiment
Posted: Sun Apr 05, 2015 12:01 am
I've thrown together an addon intended to test a few ideas in regards to the Mobility, Survival, Acrobatics and Field Control trees.
It was in response to an idea thread here.
The addon itself is at:
http://te4.org/games/addons/tome/mobility-experiment
Balance/idea discussions should probably continue to occur in that thread, while any bug feedback and technical issues should be put in this thread.
I do note it was fairly quickly coded, and probably won't play nice with other addons if they touch those talents or related classes.
The addon basically reshuffles and merges a bunch of talents, trying to shore up weaker ones.
Mobility:
Hack'N'Back is merged with disengage.
Mobile Defense, Light of Foot, and Strider get merged into a single new talent in the Combat training tree (without the cooldown reduction bit).
Acrobatics:
Vault in this iteration is dropped.
Tumble is moved into the mobility tree.
Trained Reactions gets turned into a passive, no stamina cost, 10 turn cooldown, with its trigger reworked, and placed as a capstone in survival.
Superb Agility is dropped, although Tumble gets the cooldown reduction/stamina reduction built in.
Field Control:
Disengage is merged with Hack'N'Back.
Track is moved to survival.
Heave is dropped.
Slow motion is moved to tier 3.
Survival:
Heightened Senses is merged with Piercing sight (but loses disarm trap).
Charm Mastery gains disarm trap.
Piercing sight is merged with Heightened Senses.
Evasion is moved to mobility.
So in summary:
Mobility is now:
1) Disengage + Hack'N'Back. If you are in melee with the target you choose, you attack first, then jump away to destination square you choose, with inaccuracy of 1 (like targeted phase door). The jump occurs even if you miss. It must be a jump away (not closer or over the target enemy). It "jumps" over other enemies however like tumble/teleport.
If you do not melee attack because you are not in melee range, the action is instant.
Cooldown is now 10 turns, stamina cost is 10.
2) Tumble. Modified to have the improvements from Superb Agility built in, so its stamina cost and cooldown improve with points.
3) Slow Motion. Sustain dropped to 50 stamina
4) Evasion. Max duration capped at 20 turns.
Survival is now:
1) Heightened Senses + Piercing Sight - trap disarm
2) Track. No stamina cost
3) Gadget Mastery = Charm Mastery + disarm trap
4) Danger Sense: If you would drop below 10% (at 1/5)/30% (at 5/5) max health from an attack, you decrease the damage by 25% (at 1/5)/60% (at 5/5) for that attack and all further attacks for 1 turn. Passive. 10 turn cooldown. No stamina costs. Basically trained reactions modified heavily.
In addition combat training gets:
Agility Training
Provides Move speed, defense, fatigue reduction, stamina per move, and swaps Dex for Str requirements on non-massive armor if dex is higher.
It was in response to an idea thread here.
The addon itself is at:
http://te4.org/games/addons/tome/mobility-experiment
Balance/idea discussions should probably continue to occur in that thread, while any bug feedback and technical issues should be put in this thread.
I do note it was fairly quickly coded, and probably won't play nice with other addons if they touch those talents or related classes.
The addon basically reshuffles and merges a bunch of talents, trying to shore up weaker ones.
Mobility:
Hack'N'Back is merged with disengage.
Mobile Defense, Light of Foot, and Strider get merged into a single new talent in the Combat training tree (without the cooldown reduction bit).
Acrobatics:
Vault in this iteration is dropped.
Tumble is moved into the mobility tree.
Trained Reactions gets turned into a passive, no stamina cost, 10 turn cooldown, with its trigger reworked, and placed as a capstone in survival.
Superb Agility is dropped, although Tumble gets the cooldown reduction/stamina reduction built in.
Field Control:
Disengage is merged with Hack'N'Back.
Track is moved to survival.
Heave is dropped.
Slow motion is moved to tier 3.
Survival:
Heightened Senses is merged with Piercing sight (but loses disarm trap).
Charm Mastery gains disarm trap.
Piercing sight is merged with Heightened Senses.
Evasion is moved to mobility.
So in summary:
Mobility is now:
1) Disengage + Hack'N'Back. If you are in melee with the target you choose, you attack first, then jump away to destination square you choose, with inaccuracy of 1 (like targeted phase door). The jump occurs even if you miss. It must be a jump away (not closer or over the target enemy). It "jumps" over other enemies however like tumble/teleport.
If you do not melee attack because you are not in melee range, the action is instant.
Cooldown is now 10 turns, stamina cost is 10.
2) Tumble. Modified to have the improvements from Superb Agility built in, so its stamina cost and cooldown improve with points.
3) Slow Motion. Sustain dropped to 50 stamina
4) Evasion. Max duration capped at 20 turns.
Survival is now:
1) Heightened Senses + Piercing Sight - trap disarm
2) Track. No stamina cost
3) Gadget Mastery = Charm Mastery + disarm trap
4) Danger Sense: If you would drop below 10% (at 1/5)/30% (at 5/5) max health from an attack, you decrease the damage by 25% (at 1/5)/60% (at 5/5) for that attack and all further attacks for 1 turn. Passive. 10 turn cooldown. No stamina costs. Basically trained reactions modified heavily.
In addition combat training gets:
Agility Training
Provides Move speed, defense, fatigue reduction, stamina per move, and swaps Dex for Str requirements on non-massive armor if dex is higher.