New class: Desert Stalker

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marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

New class: Desert Stalker

#1 Post by marvalis »

*new* I worked on a concept of an introduction quest (or chapter or whatever you want to call it) for sand stalkers. It is only a concept right now. It also seems that races get their own starting zones, but most classes don't?
Anyway, here it is: http://pastebin.com/zMzZnA9B

Here is the code for the 'Desert Stalker' class.

v0.1 http://pastebin.com/EuGeYp7P
v0.2 http://pastebin.com/wiUmhVhT
-- v0.2 calculations for shielding sand bonus and blend duration: OpenOffice.org spreadsheet http://www.2shared.com/file/f8_Uqg6J/sa ... erv02.html
v0.3 http://pastebin.com/4PTCwKr1
v0.4 http://pastebin.com/Hz13ack0
v0.5 http://pastebin.com/0qnyaEfV
v0.6 http://pastebin.com/ppe9WPQT

v0.7 http://pastebin.com/vFAJuPWa
You can download an edited package here:
Known issues:
* balance, the class might be to easy to play right now
* sandstorm gets buggy when combine with gravity aoe from an enemy. Don't ask me why.
In combat.lua line ~1101 gravity damage:

Code: Select all

if target:checkHit(src:combatSpellpower(), target:combatPhysicalResist(), 0, 95, 20) and target:canBe("pin") then

Code: Select all

Lua Error: /data/damage_types.lua:1101: attempt to index local 'target' (a nil value)
	At [C]:-1 
	At /data/damage_types.lua:1101 projector
	At /engine/Map.lua:847 processEffects
	At /mod/class/Game.lua:713 onTurn
	At /engine/GameEnergyBased.lua:95 tick
	At /engine/GameTurnBased.lua:44 tick
	At /mod/class/Game.lua:635 
Last edited by marvalis on Sat Jul 09, 2011 5:52 pm, edited 36 times in total.

edge2054
Retired Ninja
Posts: 3756
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Re: New class: Sand stalker

#2 Post by edge2054 »

Sounds interesting.

Why not use equilibrium though for the sand powers? The concept seems like a wilder/warrior hybrid to me and the powers themselves run off willpower which is a wilder core concept.

Would conceivably give the class another generic tree as well (which they'll probably need, two trees to spend generic points on isn't much to choose from).

marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Re: New class: Sand stalker

#3 Post by marvalis »

I wanted the skills to work of stamina and kept the requirement deliberately low. Equilibrium is really annoying to play with. Meditation is a lame skill you have to repeat quite often, and the only thing about equilibrium are skill fails. I don't want to introduce that mechanic to this class.

While it might seem like there are not enough skills (especially general skills), the truth is, there is not much choice. You pretty much need all the general weapon skills and all the general sand skills. This is how the class has been designed, as a fighter with some sand skills. At level 50 this is what your skill would probably look like:

As you can see, there are no more skill points left. There are also a few choices, but not many. Assault, blinding speed and spell shield are optional.

Image

darkgod
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Re: New class: Sand stalker

#4 Post by darkgod »

Classes with equilibrium usualy get a talent to manage it in addition to Meditation
There is the antimagic tree, there is Swallow and next beta there is the Jelly summon.

Your talent realyl reaks of wild gifts so jsut switch them over and add some fun management talents
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marvalis
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Posts: 683
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Re: New class: Sand stalker

#5 Post by marvalis »

Euhm its perfectly balanced as it is without the need for some resource based skills. I might, however, maybe perhaps, change the sand skills to equilibrium, and I could have shielding sand remove equilibrium each turn. That way, there would be a soft cap on how often you can use sand talents, even tho I don't want a cap (soft or hard). Skills are balanced based on cooldown not on resource cost. I could also put equilibrium cost so low and let it be removed so fast nobody would ever cares what happens :D.

I liked the idea of stamina, because using willpower to control the sand can make the user tired... its a physical exercise >_>

Meh, ill see what I can do,
but I'm not liking it -.-.

And I don't want to make the user get some extra skill just to manage his/her resource or whatever. The mace skills need to be maxed, and the general weapon skills.

Also, I want to point out that this is really a melee fighter. It is the only warrior forced to use shield+1handed weapon so it is probably more of a fighter than a fighter. All skills do physical damage. There are only two damage skills that are not melee skills!

And we already have a fun resource management skill... quick recovery.

marvalis
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Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Re: New class: Sand stalker

#6 Post by marvalis »

ok just looking at wild gift...

and no

meditation: whatever, stupid skill, not needed, stuns you and you cannot do anything for x turns. Woot fun!
nature's touch: Sand stalkers get trail of sand... not only does it teleport them, it also heals them. No need for another heal. Trail of sand is fine, not gonna change that (maybe I will have to lower the heal effect of sand trail considering the short recharge and the fact it does not consume a turn, we will see).
Earth's eye: A lame skill that encourages player to stand there, press '5' and slowly uncover the entire map (sometimes, this is the best tactical choice, for example an important escort quest). On top of that, sand stalkers get improved sensing... no need for this skill.
Nature's Balance: If I move my sand skills to talents/gift/sand.lua, then this skill will let you use two sandstorms in a row. This would completely unbalance sandstorm. This is a big no-no. Also, this skill would unbalance blend (invisibility) that probably need a small nerf anyway. On top of that it would break sand cloud's recharge. This skill is not fitting for sand stalkers.

Considering this overall, there is really no need to add this to the class. Even if I do not add wild/cal.lua to the talent list... there is still no point in adding equilibrium mechanic to the class. It does not add anything, only makes it a bit more complex.

Also, a few things about synergy between the current skills.
You have one ranged spell (only range 6) that does mild damage and has a decent chance of confusing the target each turn it is in effect. This is your ranged disable (but you will not kill much with it). You have one mobility spell (+heal). After this, you can lay down darkness (sand cloud) to block sight of all those pesky archers and mages. If you have sense vibrations and improved sensing (which you should) then you can still see in the darkness. This is intended, as you can 'feel' monsters and environment by feeling the sand. If you are overwhelmed by melee, then you use sandstorm to knock them back and blind them (and do decent damage). Your mace skills allow you to stun and kill a single target effectively. You are not invincible. Casters are your mayor problem (like the master for example, or orc fire/water/blood mages) and can easily kill you, while you can tank most melee. Tactical use of your skills is required.

The only problem right now is that the darkness is permanent, and can be abused. If I could make sand cloud last for ~10 turns and put the recharge at ~20 turns, then it would not be abusable.

edge2054
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Re: New class: Sand stalker

#7 Post by edge2054 »

marvalis wrote:ok just looking at wild gift...

and no

Considering this overall, there is really no need to add this to the class. Even if I do not add wild/cal.lua to the talent list... there is still no point in adding equilibrium mechanic to the class. It does not add anything, only makes it a bit more complex.
Except for the fact that Stamina doesn't do what you're having it do. You've made a class with fantastical powers (one's that scream wilder) and you want those powers to run off Stamina.

It's a neat class idea but the sand powers should probably run off willpower (as they do) or magic. What they run off of basically determines what powers them, equilibrium or magic respectively. I guess a third option would be to have them be psionic but the powers as they're written REALLY fit best with Wilders.

If you need too write up another generic tree or give them another way to regen equilebrium as DG mentioned. Maybe you can skip the Nature tree completely I don't know. But as this class stands it doesn't fit the rest of the games setting.

I guess if your sole intention is to make a class you can play and if your sole reason for sharing it is so other people who want to add it to their own game files can then it's fine as it is. Otherwise it's just out of place and it's kinda a pity you don't want to make concessions because I think they'd be a fun addition to the release versions of the game.

marvalis
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Re: New class: Sand stalker

#8 Post by marvalis »

I would like to point out that the sand storm ability is range 1 around the player. It is not a ranged spell. There is only one ranged spell, that is crushing sand.... ugh... whatever.
Also I want to point out that the code is free. Anyone can do whatever they want with it. If you want to change it ... go ahead.


Before doing so, at least play the class once so you get a feeling how it all works. I uploaded a windows version so you do not have to manually edit all the files.
Playing tip: running out of stamina will deactivate shielding sand, and would disable all your skills. You might want to avoid this :P.

Let me know if anyone played it.

marvalis
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Re: New class: Sand stalker

#9 Post by marvalis »

Did some edits, here is v0.3, assuming anyone cares lol
v0.3 http://pastebin.com/4PTCwKr1
Sand stalker v0.3 Linux: http://www.2shared.com/file/-txFpoMJ/T4 ... ker03.html

-- Sand Stalker v0.3

-- change log:
--
-- v0.3:
-- * Fixed a bug in the description of crushing sand
-- * Added particle effect to sand cloud and added a duration
-- * Added a particle effect to sandstorm


-- todo:
-- * heal effect of sand trail: green number over player head
-- * sense vibrations should not show you what kind of actor it is, only indicate that there is one.
-- * sandstorm needs to be fixed. It relies on a temp effect and a map object. The map object does not act when the player acts, causing the sandstorm to 'lag behind'. The timed effect is an ugly hack to add the particle effect.
-- * improved sensing should allow you to see not only the terrain, but also the particle effects.

darkgod
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Re: New class: Sand stalker

#10 Post by darkgod »

Just so you know, I'm currently working on a way to do mods that the game would then load on top of the main module, this could be a neat way to distribute such stuff and get them tested
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marvalis
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Re: New class: Sand stalker

#11 Post by marvalis »

edge2054 wrote:[...]Stamina doesn't do what you're having it do. [...] sand powers should probably run off willpower [...], equilibrium [...] If you need too write up another generic tree or give them another way to regen equilebrium as DG mentioned.
By the same logic arcane blades should be under mages.

That being said, there might be a possibility of putting sand stalker under wilders, change the sand skills to equilibrium and write a new general skill tree with skills that... *drumroll* consume equilibrium?
I am just thinking out loud, but I could have the sand skills fill up equilibrium, and then come up with some unneeded general skills to remove that. Those skills should probably have some interesting effect. Here is the thing: you cannot use them without equilibrium.

That means equilibrium is about... balance! To much of it and you start failing spells. Not enough of it and you cannot cast your spells that consume it. Ideally, there should be an overlapping 'sweet spot'.
Of course that means a totally new dynamic to equilibrium so you might not like it, or it might not fit the game.
Now I still need to think of some thematic skill that could balance sand control... so here we go:
1) meditation
Do nothing for x turns while you feel bad about nature

2) nature's link
Maintained
Your subconscious link with nature allows you to regenerate 0.5 - 2.5 equilibrium each turn. You gain an additional 5...30% nature resistance and you do 5...12% more nature damage.

3) Bloom
Cost: removes 50 equilibrium
In an attempt to restore nature's balance you summon 2...5 nettle blooms that live for 10 turns. Nettle blooms use spores that deal xxx ranged nature splash damage. Spores infest living creatures with wild growth dealing x nature damage per turn for y turns. When a creatures infected with wild growth dies a nettle bloom spawns that lives for 5 turns. Nature damage heals nettle blooms.
"Infect enough creatures and you will understand the meaning of bloom."

4) gift of life
Cost: remove 100 equilibrium
Range: 6
(tree of life is an immobile summon)
Plant a tree of life that lives for x turns. The tree will heal a random target in range for xxx every turn. Using this skill will instantly heal everyone in a radius of 10 for 800 health. Anyone who kills the tree will be struck for ... nature damage
Other ideas:

Code: Select all

5) Life or death:
If you do not have more than 50 equilibrium this skills costs 50 equilibrium and heals for 50...250
If you have more than 50 equilibrium, this skills regenerates 50 eq and deals for 50 ... 250 nature damage
"do you really want to target yourself? y/n"

6) Find the balance:
If you have more than 100 equilibrium, this skills regenerates 50 equilibrium
If you have less than 100 equilibrium this skill costs 50 eq
*insert cool effect here*
Just some ideas, I'm not even sure I'm liking it. I don't want to go the eco-warrior tour.
Where can I find some background info on wilders?

edge2054
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Re: New class: Sand stalker

#12 Post by edge2054 »

marvalis wrote:
edge2054 wrote:[...]Stamina doesn't do what you're having it do. [...] sand powers should probably run off willpower [...], equilibrium [...] If you need too write up another generic tree or give them another way to regen equilebrium as DG mentioned.
By the same logic arcane blades should be under mages.
Not to sound like a jerk but... no...

by my logic Arcane Blades should have and use a mana bar and those mana based abilities should scale off magic... which is basically what I said in the full quote and is exactly how they function. By your logic Arcane Blades should be using stamina to cast Inferno.. okay now I sound like a jerk.

Sorry I found your post insulting.

Anyway it's your class do with it what you want. I was merely offering suggestions to help it fit better with the setting. If it gets released as a mod or whatever it really doesn't matter how well it fits, people will either choose to use it or not.

marvalis
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Re: New class: Sand stalker

#13 Post by marvalis »

Got some screenshots of the skill effects.

Crushing sand
Image

Sandstorm
Image

Cloud of sand
Image

I did a full test run of the class, and we have a winner!

The most interesting fight was the one to unlock double gem ring crafting. I almost ran out of stamina, and the friendly npc almost died (healed him with a rod). A helm of absorption saved the day. This kinda means its balanced, since you need 5/5 quick recovery and an item to pull this off. Meditation cannot be used during fights like this, so if the skills where equilibrium skills then I would not have made it. The invisible boss was nasty, and he almost killed the npc, but I got him down with ~20 turns on the counter and finished it.
[Tome 4.00 @ http://www.te4.org Character Dump]

Sex : Male STR: 94
Race : Cornac DEX: 44
Class : Desert stalkerMAG: 36
Level : 50 WIL: 77
Exp : 1563% CUN: 30
Gold : 491.90 CON: 76

Attack(Main Hand): 156 Life : 1685/1685Encumbrance : 146/209
Damage(Main Hand): 306 Stamina : 356/356 Difficulty : Roguelike
APR (Main Hand): 6 Mana : 589/609
Crit (Main Hand): 36%
Speed (Main Hand): 1.09

Equilibrium : 0

Fatigue : 46% Spellpower : 48
Armor : 86.672 Spell Crit : 20%
Defense : 46.9 Spell Speed : 1
Ranged Defense : 56.9

All damage : 17%
Physical damage : 27%

Physical Save : 61.25
Spell Save : 41.3
Mental Save : 39.2

All Resists: 57%
Physical Resist(cap): 70%( 70%)
Fire Resist(cap): 78%( 70%)
Cold Resist(cap): 99%( 70%)
Lightning Resist(cap): 76%( 70%)
Acid Resist(cap): 80%( 70%)
Nature Resist(cap): 77%( 70%)
Blight Resist(cap): 77%( 70%)
Light Resist(cap): 70%( 70%)
Darkness Resist(cap): 72%( 70%)
Confusion Resistance: 27%
Blind Resistance: 77%
Stun Resistance: 100%

Number of NPC killed: 3094
Most killed NPC: wretchling (146)

[Winner!]

Well done! You have won the Tales of Maj'Eyal: the Fourth Age

The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.

You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.

The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.

Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.

You may continue playing and enjoy the rest of the world.

[Talents Chart]

- Technique / Weapons and shields (mastery 1.30)
Shield Pummel (class) 1/5
Riposte (class) 5/5
Overpower (class) 1/5
Assault (class) 1/5
- Technique / Combat techniques (mastery 1.30)
Precise Strikes (class) 5/5
Rush (class) 1/5
Perfect Strike (class) 1/5
Blinding Speed (class) 5/5
- Technique / Combat techniques (mastery 1.30)
Quick Recovery (class) 5/5
Fast Metabolism (class) 0/5
Spell Shield (class) 0/5
Unending Frenzy (class) 0/5
- Technique / Combat training (mastery 1.67)
Heavy Armour Training (generic) 1/5
Massive Armour Training (generic) 1/5
Health (generic) 5/5
Weapon Combat (generic) 5/10
Weapons Mastery (generic) 10/10
Knife Mastery (generic) 0/10
- Technique / One-handed mace mastery(mastery 1.50)
Crushing Blow (class) 5/5
Shattering Blow (class) 5/5
Finishing Blow (class) 5/5
Mace mastery (class) 5/5
- Sand / Sand utility (mastery 1.30)
Shielding sands (generic) 5/5
Sense vibrations (generic) 5/5
Improved sensing (generic) 5/5
Blend (generic) 5/5
- Sand / Sand control (mastery 1.30)
Crushing sand (class) 5/5
Sandstorm (class) 5/5
Sand trail (class) 5/5
Cloud of sand (class) 5/5

[Inscriptions (4/4)]

Infusion: Regeneration
Rune: Shielding
Rune: Shielding
Infusion: Wild

[Current Effects]

- Hymn of Perseverance
- Precise Strikes
- Premonition
- Shielding sands
- Continuum Destabilization
+ Infusion Saturation
- Regeneration

[Character Equipment]

In main hand
a) Crystalline Voratun mace (67.5-94.5 power, 6 apr)
Type: weapon / mace
67 Power [Range 1.40] (+100% Strength), 0 Attack, 6 Armor Penetration, Crit 3%
Damage type: arcane
When wielded/worn:
Attack 0, Armor Penetration 0, Physical Crit 0%, Physical power 12
Increases stats: .
Spellpower 12, Spell Crit 0%

In off hand
b) flaming stralite shield of resistance (10 def, 2 armor)
Type: armor / shield
When used to attack (with talents):
51 Power [Range 1.10] (+100% Strength), 0 Attack, 0 Armor Penetration, Crit 4%
Damage type: physical
When wielded/worn:
Armor 2, Defense 10, Ranged Defense 10
Fatigue 14%
Damage when hit: 16 fire.
Increases resistances: 11% lightning,10% acid,9% cold,9% fire.

Dropped by orc fighter
On fingers
c) Limmir's Ring of the Moon
Type: jewelry / ring
When wielded/worn:
Increases stats: 9 Strength,9 Dexterity,9 Magic,9 Willpower,9 Cunning,9 Constitution.
Increases resistances: 8% all.

d) Limmir's Ring of the Moon
Type: jewelry / ring
When wielded/worn:
Armor 0, Defense 10, Ranged Defense 0
Increases resistances: 10% all.
Increases damage type: 10% all.

Around neck
e) voratun amulet of mastery (0.37 Technique / Combat training)
Type: jewelry / amulet
When wielded/worn:
Increases talent masteries: 0.37 Technique / Combat training.

Light source
f) guard's alchemist's lamp of clear sight
Type: lite / lite
When wielded/worn:
Increases blindness immunity: 50%.
Increases stun immunity: 12%.
Light radius 3

Dropped by Warmaster Gnarg
Main armor
g) hardened voratun plate armour of resilience (9 def, 26 armor)
Type: armor / massive
When wielded/worn:
Armor 26, Defense 9, Ranged Defense 0
Fatigue 26%
Increases resistances: 13% physical,12% fire,13% cold,8% lightning,13% acid.
Maximum life 72

Dropped by Argoniel
Cloak
h) plush cashmere cloak of Iron Throne (2 def, 6 armor)
Type: armor / cloak
When wielded/worn:
Armor 6, Defense 2, Ranged Defense 0
Increases stats: 2 Strength,2 Constitution.

Dropped by Minotaur of the Labyrinth
On head
i) prismatic hardened leather cap of absorption (0 def, 3 armor)
Type: armor / head
When wielded/worn:
Armor 3, Defense 0, Ranged Defense 0
Fatigue 3%
Increases resistances: 13% light,15% darkness.
Regenerates 1.00 stamina when hit.
Regenerates 1.80 mana when hit.
Regenerates 1.50 equilibrium when hit.

Dropped by Rantha the Worm
Around waist
j) Girdle of the Calm Waters
Type: armor / belt
When wielded/worn:
Increases stats: 3 Willpower.
Increases resistances: 20% blight,20% cold,20% nature.
Increases all healing by 30%

On hands
k) Dakhtun's Gauntlets (0 def, 0 armor)
Type: armor / hands
When wielded/worn:
Increases stats: 6 Strength,6 Magic.
Increases damage type: 10% physical.
Increases critical damage modifier: +50.00%.
Spellpower 0, Spell Crit 10%
Physical Crit 10%

On feet
l) miner's pair of dwarven-steel boots of tirelessness (0 def, 10 armor)
Type: armor / feet
When wielded/worn:
Armor 10, Defense 0, Ranged Defense 0
Fatigue 3%
Regenerates 0.60 stamina each turn.
Maximum stamina 15

Dropped by Minotaur of the Labyrinth
Tool
m) dwarven-steel pickaxe (dig speed 32 turns)
Type: tool / digger
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
Quiver

[Player Achievements]

'A dangerous secret' was achieved for Found the mysterious staff and told Last Hope about it. At 2011-02-20 15:27:49
'Against all odds' was achieved for Killed Ukruk in the ambush. At 2011-02-20 15:21:50
'Brave new world' was achieved for Went to the Far East and took part in the war. At 2011-02-20 15:49:06
'Clone War' was achieved for Destroyed your own Shade. At 2011-02-20 16:34:53
'Destroyer's bane' was achieved for Killed Golbug the Destroyer. At 2011-02-20 15:42:56
'Evil denied' was achieved for Won ToME by preventing the Void portal to open. At 2011-02-20 23:17:45
'Exterminator' was achieved for Killed 1000 creatures At 2011-02-20 13:52:33
'Gem of the Moon' was achieved for Completed the Master Jeweler quest with Limmir. At 2011-02-20 21:55:35
'Home sweet home' was achieved for Dispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage. At 2011-02-20 13:20:31
'Level 10' was achieved for Got a character to level 10. At 2011-02-20 12:09:19
'Level 20' was achieved for Got a character to level 20. At 2011-02-20 13:30:03
'Level 30' was achieved for Got a character to level 30. At 2011-02-20 15:21:50
'Level 40' was achieved for Got a character to level 40. At 2011-02-20 20:11:03
'Level 50' was achieved for Got a character to level 50. At 2011-02-20 23:11:17
'Orcrist' was achieved for Killed the leaders of the Orc Pride. At 2011-02-20 20:36:04
'Portal master' was achieved for Fought the two Sorcerers and closed four invocation portals. At 2011-02-20 23:17:42
'Race through fire' was achieved for Raced through the fires of the Charred Scar to stop the Sorcerers. At 2011-02-20 21:01:24
'Rescuer of the lost' was achieved for Rescued the merchant from the assassin lord. At 2011-02-20 12:13:38
'Size matters' was achieved for Do over 600 damage in one attack At 2011-02-20 15:28:40
'Sliders' was achieved for Activated a portal using the Orb of Many Ways. At 2011-02-20 15:45:52
'Treasure Hunter' was achieved for Amass 1000 gold pieces. At 2011-02-20 21:08:08
'Vampire crusher' was achieved for Destroyed the Master in its lair of the Dreadfell. At 2011-02-20 15:15:38

kupan
Low Yeek
Posts: 6
Joined: Sun Mar 06, 2011 11:07 pm

Re: New class: Sand stalker

#14 Post by kupan »

Is there anything that has changed that would stop me from applying this class to beta 24? It looks like it would be fun.

marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Re: New class: Sand stalker

#15 Post by marvalis »

I would feel honored if it could be used in the game.
Keep in mind that the class is currently still fully stamina based.
The argument was that it should use equilibrium based spells, and that it should be a wilder instead of warrior.
These changes should probably be applied, but I am currently not working on that (I keep telling myself I should work on it but I never get around to do it *rolleyes*).

As far as I am concerned personally, yes, please use it.

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