Race/Class Idea: Elementals [Coders aquired?]
Moderator: Moderator
Re: Race/Class Idea: Elementals [Coder required!]
I just meant the name is too similar. It just seems kind of weird to me to have a Shape Weapon talent and a Reshape Weapon talent in the same game, when they're, as you point out, completely unrelated to each other.
The Celestial situation is thus:
It is really easy to keep positive and negative energy at the maximum, or very close to the maximum. All you have to do is use some talents once in a while. But since positive and negative energy go down over time (very slowly), every once in a while you have to stop autoexplore and fill it back up. This does nothing except prevent you from using autoexplore and force you to take a meaningless action every X turns, which most players rather dislike.
Hate is another mechanic that depletes over time, but it's not annoying like positive/negative energy is because you can't refill it until you encounter an enemy. So you're not forced to do a meaningless chore every few steps, like Celestials are. As long as you make sure to keep Heat like this (and hey, Heat is an anagram of Hate) then it should be fine. You could either make your heat generating talents require a hostile target, and/or make sure that the heat drain is way too much to counteract just by using your talents at nothing. It sounds like you're already doing this though, which is good! Just watch out for loopholes, like using Attack on yourself with Blazes on.
The Celestial situation is thus:
It is really easy to keep positive and negative energy at the maximum, or very close to the maximum. All you have to do is use some talents once in a while. But since positive and negative energy go down over time (very slowly), every once in a while you have to stop autoexplore and fill it back up. This does nothing except prevent you from using autoexplore and force you to take a meaningless action every X turns, which most players rather dislike.
Hate is another mechanic that depletes over time, but it's not annoying like positive/negative energy is because you can't refill it until you encounter an enemy. So you're not forced to do a meaningless chore every few steps, like Celestials are. As long as you make sure to keep Heat like this (and hey, Heat is an anagram of Hate) then it should be fine. You could either make your heat generating talents require a hostile target, and/or make sure that the heat drain is way too much to counteract just by using your talents at nothing. It sounds like you're already doing this though, which is good! Just watch out for loopholes, like using Attack on yourself with Blazes on.
Re: Race/Class Idea: Elementals [Coder required!]
Yourself not being a valid target is already a prerequisite :3
As to current affairs with heat, I made sure that it sinks rapidly outside of battle, essentially requiring any battle to start at 0. Heat is supposed to be able to be obtained quickly and lost quickly, hence the 2 skills with the potential to "pre-heat" would be Eruption and Explosion. However, using them outside of battle means that all the heat generated that way is lost in 2 to 4 turns.
As to the names, I dunno. What about "Chisel Weapon" and "Chisel Armor" or something like that?
As to current affairs with heat, I made sure that it sinks rapidly outside of battle, essentially requiring any battle to start at 0. Heat is supposed to be able to be obtained quickly and lost quickly, hence the 2 skills with the potential to "pre-heat" would be Eruption and Explosion. However, using them outside of battle means that all the heat generated that way is lost in 2 to 4 turns.
As to the names, I dunno. What about "Chisel Weapon" and "Chisel Armor" or something like that?
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- Halfling
- Posts: 84
- Joined: Wed Apr 13, 2011 6:43 pm
Re: Race/Class Idea: Elementals [Coder required!]
Augment weapon?
Hone? Temper?
Since you are an earth elemental what do you see yourself doing to the item?
Using your affinity with the metal to just reshape and rebalance them, or a larger change?
Hone? Temper?
Since you are an earth elemental what do you see yourself doing to the item?
Using your affinity with the metal to just reshape and rebalance them, or a larger change?
Re: Race/Class Idea: Elementals [Coder required!]
Changed to
"Temper Weapon" and "Impregnable Armor".
"Temper Weapon" and "Impregnable Armor".
Re: Race/Class Idea: Elementals [Coder required!]
Ooh I like "Chisel". 

Re: Race/Class Idea: Elementals [Coder required!]
I dont know. Hamr presented the perfectly valid point that the armor is metal. "Chisel" would basically mean carving an armor suit out of a boulder or something. Earth-themed, but silly in practice.
Also, after some deliberation, I think I should replace Liquify skill, mostly because it seems inconvenient in the "do you want to do that?" department, where you either switch positions when attacking even if you dont want to, or have to annoyingly state every time when you want or do not want to switch positions with an enemy.
Any ideas?
Also, after some deliberation, I think I should replace Liquify skill, mostly because it seems inconvenient in the "do you want to do that?" department, where you either switch positions when attacking even if you dont want to, or have to annoyingly state every time when you want or do not want to switch positions with an enemy.
Any ideas?
Re: Race/Class Idea: Elementals [Coder required!]
I don't know, it looks kind of fun. Maybe give it a movement speed boost so it acts more like an escape/repositioning ability?
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Race/Class Idea: Elementals [Coder required!]
Replaced lv4. bonus of Composure with
Replaced Hive with Predatory Vines.
The main idea is that I didnt like how Hive basically spammed small, brittle decoys that needed to recharge. There needed to be a less annoying, more useful way to apply Ivy Mesh to targets at range.
The way the skill works is as following:
Upon activation 3 enemies in range 3 are chosen. 3 vine tethers are established to them and they receive the appropriate damage over time buff as well as Ivy Mesh poison DoT each for 5 turns.
As long as the vine buff persists the enemies cannot move more than 5 tiles away from the player. If the player moves over 5 tiles away, the target is pulled 1 tile towards him as to not break the tether.
Teleportation allows the enemy to break the tether, the tethers are also broken if the player teleports out of the range.
If for example there is only 1 enemy, all 3 tethers attach to him and the vine DoT buff has 3 stacks. At that point the affected enemy receives the damage from all 3 vines and cannot move more than 3 tiles away from the player.
Ivy Mesh damage does not stack.
Level 4: Rock Shell now also procs on non-critical strikes, reducing the damage by 50%.
Replaced Hive with Predatory Vines.
Predatory Vines (Active)[Range 3(5)]
An entire ecosystem begins to form on your body. At your command, 1/2/2/3/3 carnivorous vines shoot forth, attaching themselves to an enemy in range of 3 each for 5 turns. During that time they deal 4/7/10/13/17 damage each turn, while also applying the Ivy Mesh poison upon attachment, also refreshing it each turn. Affected enemies cannot escape the leash range of 5 tiles away from you.
Multiple vines may stack onto the same target if there are no other targets present, stacking the damage and decreasing the leash range by 1 for each extra vine attached.
Damage increases with spellpower.
The main idea is that I didnt like how Hive basically spammed small, brittle decoys that needed to recharge. There needed to be a less annoying, more useful way to apply Ivy Mesh to targets at range.
The way the skill works is as following:
Upon activation 3 enemies in range 3 are chosen. 3 vine tethers are established to them and they receive the appropriate damage over time buff as well as Ivy Mesh poison DoT each for 5 turns.
As long as the vine buff persists the enemies cannot move more than 5 tiles away from the player. If the player moves over 5 tiles away, the target is pulled 1 tile towards him as to not break the tether.
Teleportation allows the enemy to break the tether, the tethers are also broken if the player teleports out of the range.
If for example there is only 1 enemy, all 3 tethers attach to him and the vine DoT buff has 3 stacks. At that point the affected enemy receives the damage from all 3 vines and cannot move more than 3 tiles away from the player.
Ivy Mesh damage does not stack.
Re: Race/Class Idea: Elementals [Coder required!]
#Log 9
Done all the evaluation on the Jadir skills, mostly changing the stats to be more constant/not suck completelly in the beginning or spiral out of control later.
More notable:
Rock Shell now grants a single death-block (Leaves you on 1 hp) on level 5. (Recharges whenever you rest to 100% hp)
Put Roots now grants up to 50% healing modifier instead of 12 hp per turn.
Choking Dust silences the target for 2 turns on level 3, 4 turns on level 5.
Earthen Gun while using a pebble no longer has a chance to pierce targets. Instead it pierces all targets reliably, but deals 33% less damage to each subsequent enemy hit.
Replaced Liquify with another skill:
Done all the evaluation on the Jadir skills, mostly changing the stats to be more constant/not suck completelly in the beginning or spiral out of control later.
More notable:
Rock Shell now grants a single death-block (Leaves you on 1 hp) on level 5. (Recharges whenever you rest to 100% hp)
Put Roots now grants up to 50% healing modifier instead of 12 hp per turn.
Choking Dust silences the target for 2 turns on level 3, 4 turns on level 5.
Earthen Gun while using a pebble no longer has a chance to pierce targets. Instead it pierces all targets reliably, but deals 33% less damage to each subsequent enemy hit.
Replaced Liquify with another skill:
Tremor now also deals extra damage to enemies that are petrified or encased in walls.Primoridal stone (Active)
Jadir briefly becomes the very essence of earth, quickly sliding over to a location of 3/4/5/6/7 tiles away. (May teleport through walls, but the exit tile must be free) All tiles passed, except for the exit tile, become encased in stone, creating a wall for 3 turns.
Affected enemies take 140/160/180/200/220 damage and become petrified until the walls dissipate. Even then they remain petrified for 1 more turn for every 20% of hp missing.
Extra damage increases with spellpower.
Re: Race/Class Idea: Elementals [Coder required!]
Wow! This all sounds amazing. Is it going to appear?
MADNESS rocks
Re: Race/Class Idea: Elementals [Coder required!]
#Log 10
Trying to balance Asha's heat fluctations proved difficult. Even with low cooldowns, the early abilities do not provide a way to stack heat. This serves about right, as they still provide their useful effects.
[REDACTED]
After some deliberation, I decided to set the heat degeneration to 0-25, instead of 5-25.
Basically, if you performed a battle action/damaged an enemy in the last turn, you lose no heat.
If your last action was, say, stepping away, you lose 5 heat. And etc etc.
That way staying in combat is rewarded more and allows early spellcaster to conserve more heat.
Soooo, not much big changes done in comparison:
-Wrathful strike does not change it's element to fire when heat is over 75. Instead it deals bonus fire damage based on current heat.
-Consume now refunds 75% of consumed heat over next 4 turns. Works great in synergy with Eruption and Heat Overflow.
-Speed of heat max. global speed increased by 50%, since I figured your heat would sink pretty quickly when running/chasing.
-Billowing carpet has lower duration, but now reliably affects all enemies inside, with the effect lingering for 2 more turns after they leave the smoke.
-Radiation does not drain any heat passively, instead draining 2 heat for every enemy hit. Persists with range 1 even on 0 heat.
-Set up the exact rules for Energy's stun chance.
Trying to balance Asha's heat fluctations proved difficult. Even with low cooldowns, the early abilities do not provide a way to stack heat. This serves about right, as they still provide their useful effects.
[REDACTED]
After some deliberation, I decided to set the heat degeneration to 0-25, instead of 5-25.
Basically, if you performed a battle action/damaged an enemy in the last turn, you lose no heat.
If your last action was, say, stepping away, you lose 5 heat. And etc etc.
That way staying in combat is rewarded more and allows early spellcaster to conserve more heat.
Soooo, not much big changes done in comparison:
-Wrathful strike does not change it's element to fire when heat is over 75. Instead it deals bonus fire damage based on current heat.
-Consume now refunds 75% of consumed heat over next 4 turns. Works great in synergy with Eruption and Heat Overflow.
-Speed of heat max. global speed increased by 50%, since I figured your heat would sink pretty quickly when running/chasing.
-Billowing carpet has lower duration, but now reliably affects all enemies inside, with the effect lingering for 2 more turns after they leave the smoke.
-Radiation does not drain any heat passively, instead draining 2 heat for every enemy hit. Persists with range 1 even on 0 heat.
-Set up the exact rules for Energy's stun chance.
(Max. chance: 75% if the damage is equal to or exceeds 25% of enemy max hp.
Min. chance: 25% if damage is equal to or less than 1% of enemy max hp.)
Re: Race/Class Idea: Elementals [Coder required!]
Finally got to return back to the ideas. Reading them over again, I started to notice that there's no clear train of thought between all the classes and skills. I mean, there's descriptions, but I neglected to write out the general thought process behind the reasoning. It would allow for much better feedback if people noticed a skill going against the general idea of it's niche.
So, I will spent the next few days renovating this and adding comments to the classes, their respective trees and individual skills. I really hope it's gonna help clarifying how I imagined those things to work and maybe will give an even better idea to the general reader.
I'll post an update when done.
So, I will spent the next few days renovating this and adding comments to the classes, their respective trees and individual skills. I really hope it's gonna help clarifying how I imagined those things to work and maybe will give an even better idea to the general reader.
I'll post an update when done.
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- Master Artificer
- Posts: 726
- Joined: Fri Feb 03, 2012 3:53 am
Re: Race/Class Idea: Elementals [Coder required!]
Ooooh. Very interested to see this updated! Your gameplay ideas are always very unique and ambitious.
Re: Race/Class Idea: Elementals [Coder required!]
Whoa, this came out of nowhere! I like your ideas, so I'll keep an eye on this thread.
Re: Race/Class Idea: Elementals [Coder required!]
A note, while the ice form can block beams and can cast them back, it can't block the visual effect, or copy it.