Gravity tree should do gravity damage
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Gravity tree should do gravity damage
Title says it all. All of the gravity talents do extra damage to pinned targets, but you have to wait until you get the 4th talent to make use of that. It seems silly that we now have gravity damage in the game, physical with a chance to pin, but the tree that is CALLED gravity, does not actually do that type of damage. That'd be like having a class with a slime tree that just does plain nature damage without the chance to slow.
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- Archmage
- Posts: 372
- Joined: Fri Jan 20, 2012 12:13 am
Re: Gravity tree should do gravity damage
Actually, "gravity" damage is the effect found on the first three talents in the tree (50% extra damage to pinned targets). The pinning effect of gravity weapons is an extra effect, like the chance to apply torment or epidemic on the appropriate egos. The "physical + pin" damage type is called "gravity pin". Conceptually, the first three talents in the tree aren't crushing enemies to the ground, so pin wouldn't really be a sensible effect to give them.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.
Re: Gravity tree should do gravity damage
Yeah, the chance to pin on the egos is an added effect. I did that so the gravity project on the weapons would mean something.
I'm not opposed to changing up one of the gravity talents but you don't have to wait until level 12 to make use of it. Gravity deals extra damage to targets with the never move flag (which is actually what the pin effect causes). This includes all plants, lots of slimes, etc. The Gravity damage type that deals extra damage to pinned targets does this because (plays fanfare music!!) they can't be knocked back! The inertial force can't go anywhere so the target basically gets ripped apart. Bam, +50% damage.
Anyway, silly or not. I'm quite fond of the tree as it is. I'm sorry you don't like it. If you'd like to suggest a replacement talent or two or have an idea on improving the tree then feel free.
But simply giving every spell in the tree a chance to pin I'm not down with. Many of the effects are primarily knockbacks (which works for me thematically for gravity, or maybe reverse gravity but whatever) or movement based effects (ie spike). Either way they're violent bursts of gravity not sustained force. Gravity well is a sustained force thus the chance to pin.
I had at one point planned to give the tree a single target gravity dot (that pinned). Maybe as a replacement for Repulsion Field that would work, but still you'd wait till level 8 to get it unless we shuffled gravity spike up the ladder.
Do people use Repulsion Field much? Frankly I'm not keen on replacing any of the other three talents without really good ideas so in my mind that would be the one to go if any one did.
I'm not opposed to changing up one of the gravity talents but you don't have to wait until level 12 to make use of it. Gravity deals extra damage to targets with the never move flag (which is actually what the pin effect causes). This includes all plants, lots of slimes, etc. The Gravity damage type that deals extra damage to pinned targets does this because (plays fanfare music!!) they can't be knocked back! The inertial force can't go anywhere so the target basically gets ripped apart. Bam, +50% damage.
Anyway, silly or not. I'm quite fond of the tree as it is. I'm sorry you don't like it. If you'd like to suggest a replacement talent or two or have an idea on improving the tree then feel free.
But simply giving every spell in the tree a chance to pin I'm not down with. Many of the effects are primarily knockbacks (which works for me thematically for gravity, or maybe reverse gravity but whatever) or movement based effects (ie spike). Either way they're violent bursts of gravity not sustained force. Gravity well is a sustained force thus the chance to pin.
I had at one point planned to give the tree a single target gravity dot (that pinned). Maybe as a replacement for Repulsion Field that would work, but still you'd wait till level 8 to get it unless we shuffled gravity spike up the ladder.
Do people use Repulsion Field much? Frankly I'm not keen on replacing any of the other three talents without really good ideas so in my mind that would be the one to go if any one did.
Re: Gravity tree should do gravity damage
My assessment of Repulsion Field when I was playing was "Good skill if you want a more damage over time oriented character than I do, but I don't like being that close and it has clashing synergy with Ashes to Ashes.".
It makes an okay investment because it provides knockback, but I have to admit that both Gravity Spike and Repulsion Blast should do just as well if you need enemies to be knocked backwards.
The b37 skill list lists it as 1(2) 2(2) 5(1) for how many people used it, and one person clearly just 5/5/5/5'd the whole tree, probably because that is a thing people do. It's somewhat less leveled than the rest of the tree, and it was generally not a major deal to me on my clear, is all I can say.
I think it'd be safe enough if you wanted to swap it out.
It makes an okay investment because it provides knockback, but I have to admit that both Gravity Spike and Repulsion Blast should do just as well if you need enemies to be knocked backwards.
The b37 skill list lists it as 1(2) 2(2) 5(1) for how many people used it, and one person clearly just 5/5/5/5'd the whole tree, probably because that is a thing people do. It's somewhat less leveled than the rest of the tree, and it was generally not a major deal to me on my clear, is all I can say.
I think it'd be safe enough if you wanted to swap it out.
Re: Gravity tree should do gravity damage
I liked Gravity, although it lacked single-target power, and I don't like the idea of abilities becoming harder to use due to an increase in area-of-effect. (yeah, I know, that's how it works for Archmages, but they get spellshaping) It also bugged me that the knockback effects weren't very reliable, but that might no longer be the case. Right now it's got a good role as an AoE category with a few synergies, but on its own I think the talents don't really stand out well from each other.
I also totally got the "pinning means more damage" thing and thought it was rather clever.
Just a few ideas: I mentioned once before having Repulsion Field make you immune to gravity effects, which would combo well with Gravity Well. If another skill was added to the tree, I think Gravity Spike and Gravity Well could be combined (initial pull effect, plus a chance to pin and damage over time in the area). If it could be applied over an area (perhaps as a sustained skill?) the "zero gravity" effect would be an interesting addition, but possibly hard to balance.
I also totally got the "pinning means more damage" thing and thought it was rather clever.
Just a few ideas: I mentioned once before having Repulsion Field make you immune to gravity effects, which would combo well with Gravity Well. If another skill was added to the tree, I think Gravity Spike and Gravity Well could be combined (initial pull effect, plus a chance to pin and damage over time in the area). If it could be applied over an area (perhaps as a sustained skill?) the "zero gravity" effect would be an interesting addition, but possibly hard to balance.
Sorry about all the parentheses (sometimes I like to clarify things).