Improve Repulsion: Add shield bashes

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Zonk
Sher'Tul
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Improve Repulsion: Add shield bashes

#1 Post by Zonk »

Repulsion feels a bit 'meh' currently. It's knockback only, no damage.

Instead, I say it should give a REAL shield bash before the knockback chance - with no knockback if the bash misses(duh).

Damage modifier would be lowish - say (40 + talent level *10)%, or we can just just take the Death Dance formula and halve it.

One downside is that it will no longer be so situationally useful for knocking escorts away from the battle, but it should be worth it for the extra damage :)
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Taxorgian
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Re: Improve Repulsion: Add shield bashes

#2 Post by Taxorgian »

Personally any talent that can keep that alchemist alive for +1 to every stat and the anorithil for Hymn of Perseverance is worth having. Or maybe modify it so it does damage at a higher number of points?

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Re: Improve Repulsion: Add shield bashes

#3 Post by Final Master »

I really think repulsion needs a buff, and this is a good start.
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Runescrye
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Re: Improve Repulsion: Add shield bashes

#4 Post by Runescrye »

Make it so that if you repulse something into something solid it does damage, increasing with each square the monster didn't move. As in, repulsing monster straight into a wall does most damage, but if it travels 4 steps than smashes into a wall, it does less.
Bonus points for making a sort of domino effect of repulsing monsters into each other :P

Zonk
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Re: Improve Repulsion: Add shield bashes

#5 Post by Zonk »

Runescrye wrote:Make it so that if you repulse something into something solid it does damage, increasing with each square the monster didn't move. As in, repulsing monster straight into a wall does most damage, but if it travels 4 steps than smashes into a wall, it does less.
Bonus points for making a sort of domino effect of repulsing monsters into each other :P
That's something I've thought about in the past, but for knockback from ANY source. However it quickly gets complex so, for now, I'd just buff repulsion.
Taxorgian wrote:Personally any talent that can keep that alchemist alive for +1 to every stat and the anorithil for Hymn of Perseverance is worth having. Or maybe modify it so it does damage at a higher number of points?
I disagree, escorts should be made smarter/less crazy instead. Keeping repulsion super weak at lower levels just so people can push escorts around feels silly - the damage would be lower anyway, so you might still use that strategy, it would just be riskier.
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Re: Improve Repulsion: Add shield bashes

#6 Post by Final Master »

I will be cross posting my thoughts on Repulsion from this thread - http://forums.te4.org/viewtopic.php?f=4 ... 70#p100570

Repulsion
As stated here - /viewtopic.php?f=39&t=24054 - Repulsion needs a serious buff as it is the WORST core class talent that a Fighter has, and is one of the worse talents in the game regardless of that. All it is is a personal ball knockback with a radius of 1. It scales with the distance the adjacent actors are knocked back. No damage, no not using it on certain actors, it just does it. Now, that would make it a very defensive talent you would think, right? Well, it is - but in the wrong sense. See - it's considered an attack, so you have to roll your accuracy vs their defense, then you get to check your 'power' of the talent against the effected actors Physical Save, then if they are not effected, they get to have their Knockback Resistance check - and if they fail that too - then they get knocked back, at tlvl 1 - ... 2 tiles. So, a fast moving npc like a snake - can - the turn it fails at negating Repulsion - move BACK to where it was, and STILL attack you. Ya, really good right? Well, I have a slew of proposed changes to make -
First - if you want to keep it a defensive talent, the knockback distance needs to be increased by atleast 1 per talent level higher than it already is - that means a starting knockback of 3. Then - I'd lower the Stamina cost - 30 [drop to 15 is a lot - especially for a class that won't have much stamina any way as they will not [most likely] be investing in Willpower [and willpower does little for stamina anyway] - and that will also most likely have a stamina high enough to double the cost of all stamina abilities. Next - drop the cooldown to 7 instead of 10 - that way you have a bit of a pattern, SP is at 6, Repulsion is at 7, Overpower is at 8 and Assault is at 10.

If you wish to add some offensive ability to it - I'd make the stamina be at 20 with a cooldown of 9, and a damage scaling of 40% + 10% per talent level - making it [without scaling with stats [STRENGTH PLEASE]] cap at 90% base SHIELD damage. Making it weaker than your normal bump attack, but applicable against all adjacent NPCs. I would still increase the knockback distance by 1 - otherwise it's just like a mini physical Blastwave really.

Personally, I would opt for it to gain some damage.

Proposed Changes:
Add Damage - Make the base damage be 40% + 10% per tlvl with it scaling with Strength and the damage function from the Shield damage value.
Knockback - Increase the range of the knockback by 1 - and/or better yet, make the range function off of the size difference between you and the npcs
Stamina - 20
Cooldown - 9
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