Buffing some Doomed talents...
Moderator: Moderator
Buffing some Doomed talents...
1: Devour Life is useless...it does very pitiful damage and heal very little...later in the game using it is practically suicide if you don't have it to lv 5 for feed trigger, since it use up a turn and heal so little while enemy do loads of damage...at least it'll need number buff by a lot, or just a bit and make it not use a turn, or keep the number but make it hit for several turns instead...or just go back to the passive drain of the old...
2: Fear tree...problem is that only one fear at a time can hit...nand actually put points in 2nd and 3rd talent make the thing even more unstable since 1 fear at a time and now the fear list grows even larger, and fear applied is totally random, extremely unreliable...make it so that you can choose the initial fear effect that player want (either use dialog box for them to choose or make it like the trap/poison tree, put point in a talent and each fear will have its own activate icon (don't forget to tie in the cooldowns for all of them together)) and give chances that other fear might apply automatically (10-25%?) ...also don't make enemy 100% immune to it just because...
2: Fear tree...problem is that only one fear at a time can hit...nand actually put points in 2nd and 3rd talent make the thing even more unstable since 1 fear at a time and now the fear list grows even larger, and fear applied is totally random, extremely unreliable...make it so that you can choose the initial fear effect that player want (either use dialog box for them to choose or make it like the trap/poison tree, put point in a talent and each fear will have its own activate icon (don't forget to tie in the cooldowns for all of them together)) and give chances that other fear might apply automatically (10-25%?) ...also don't make enemy 100% immune to it just because...
Last edited by onyhow on Sat Jul 21, 2012 6:41 pm, edited 1 time in total.
Why can't TOME 4 has a secret room where you can represent game bugs as, well, enemies you can crush like in Divine Divinity? That would be cool...
Re: Buffing some Doomed talents...
Some enemies are immune to diseases or stuns too. It's just how things go imo.
A means to lower fear immunity in the fear trees would be good but I'm not for simply removing fear immunity.
Otherwise I tend to agree. The tree feels weak to me.
A means to lower fear immunity in the fear trees would be good but I'm not for simply removing fear immunity.
Otherwise I tend to agree. The tree feels weak to me.
Re: Buffing some Doomed talents...
Although I tend to agree with the OP, the Doomed class is slightly overpowered in my opinion so any buffs need to be very carefully made.
Re: Buffing some Doomed talents...
Last I'd heard, they were frustratingly weak as PCs (though overpowered in some cases as monsters). Admittedly, that was a few revs ago. What changed?
Re: Buffing some Doomed talents...
What changed is that Doomed are AWESOME now. But that has mostly to do with the advent of mindstarts and some buffing/debugging in associated trees.
Fear tree remains underpowered for both Doomed and Cursed, as the alternatives are just that much better. (Shadows/Rampage)
Fear tree remains underpowered for both Doomed and Cursed, as the alternatives are just that much better. (Shadows/Rampage)
Re: Buffing some Doomed talents...
Also if possible, Doomed (and probabaly cursed?) need more unlockable trees...
Why can't TOME 4 has a secret room where you can represent game bugs as, well, enemies you can crush like in Divine Divinity? That would be cool...
Re: Buffing some Doomed talents...
Doomed got a bunch of quiet tweaks along with Mindstars, as well-several attacks, such as Blast, were unbelievably useless(IIRC Blast had an...0, 200 damage range? Less damage than, say, Fireflash, despite running off a lower stat), and their Force of Will category now boosts Critical Damage Modifier for 3% for every single level of every skill in it.
They're pretty decent now. Before, it was really frustratingly hard to get one past 20, and only that because Shadows were always good(They might be weaker, now, after tweaks to them, but that's okay, they're still great. Mostly they require higher investment to be good, now.).
They're pretty decent now. Before, it was really frustratingly hard to get one past 20, and only that because Shadows were always good(They might be weaker, now, after tweaks to them, but that's okay, they're still great. Mostly they require higher investment to be good, now.).
Re: Buffing some Doomed talents...
Yeah, overall Doomed do not need a buff, but the fact that their other trees are very good only makes it less likely that anyone will take the Fears tree. I am one of the few people who have actually invested heavily in Fears, by the way (on a Cursed). It was useful at times but I had to remind myself to use it and the benefits tended to be hard to see. I pretty much never used it after level 40 or so (and I only acquired it around level 30).
Edge, I disagree completely about fear immunity being like stun or disease immunity. It's true that some enemies are immune to things and that's just how it goes, but the difference is that entire massive categories of enemies are immune to a skill whose use is already frustratingly situational. There's nothing wrong with having some enemies be immune to fear, but making it completely useless for gigantic stretches of the game is a bit much.
Problems with Fears include:
1. You need to invest massively in it before it's any good, and your willpower also has to be high because the effects scale off of that from an embarrassingly low base. I can't really think of other skills where you need to invest 10 points to get any use at all AND be at a high level.
2. The effects are a crapshoot. Eventually you'll wind up with something decent, if the battle goes on for eight billion turns and the opponents never resist, but until then, you've just invested 8 hate to lower one opponent's saves by 10, or to make an opponent paranoid when there are no enemies near them.
3. Which reminds me that it's also pretty expensive for what it is.
4. It is, as I said before, really situational. The only really good Fear is Paranoia against a large group of densely-packed melee enemies with high enough HP that you won't just kill them or die before it becomes relevant, and you also - wait, this should be a separate point
5. You need to remain in sight of as many enemies as possible throughout a long battle to maximize the effects (because Heighten Fear only works if you can see them), which is basically the negation of tactics.
Edge, I disagree completely about fear immunity being like stun or disease immunity. It's true that some enemies are immune to things and that's just how it goes, but the difference is that entire massive categories of enemies are immune to a skill whose use is already frustratingly situational. There's nothing wrong with having some enemies be immune to fear, but making it completely useless for gigantic stretches of the game is a bit much.
Problems with Fears include:
1. You need to invest massively in it before it's any good, and your willpower also has to be high because the effects scale off of that from an embarrassingly low base. I can't really think of other skills where you need to invest 10 points to get any use at all AND be at a high level.
2. The effects are a crapshoot. Eventually you'll wind up with something decent, if the battle goes on for eight billion turns and the opponents never resist, but until then, you've just invested 8 hate to lower one opponent's saves by 10, or to make an opponent paranoid when there are no enemies near them.
3. Which reminds me that it's also pretty expensive for what it is.
4. It is, as I said before, really situational. The only really good Fear is Paranoia against a large group of densely-packed melee enemies with high enough HP that you won't just kill them or die before it becomes relevant, and you also - wait, this should be a separate point
5. You need to remain in sight of as many enemies as possible throughout a long battle to maximize the effects (because Heighten Fear only works if you can see them), which is basically the negation of tactics.
Re: Buffing some Doomed talents...
Bumping, just in case benli might take interest in...
Why can't TOME 4 has a secret room where you can represent game bugs as, well, enemies you can crush like in Divine Divinity? That would be cool...
Re: Buffing some Doomed talents...
I'm playing around with the Fears tree to see if I can restructure it into something more useful. I'm basically keeping the fear effects and changing the delivery. Here is what I have so far:
Killing Field (Sustain):
Activating it creates a radius 4 field at that spot. If there are enemies inside it costs hate to sustain, but they have a chance to gain fear effects. If inside the field, the player gets +phys power, +mind power and all fears from the fear tree ingore fear immunity.
Reaping (Activated):
Mind damage plus a possible fear for anyone in the killing field. If Killing Field is empty/not active you can target a single opponent for damage and a guaranteed fear.
Call to Harvest (Activated):
Transports a few enemies in sight to a random spot in your killing field and confuses them.
Panic (same as before)
I was also considering changing Predator to make it more useful as well. Maybe just a change to have it remember all type/sub-type bonuses and automatically switch the targeted prey after each kill.
Killing Field (Sustain):
Activating it creates a radius 4 field at that spot. If there are enemies inside it costs hate to sustain, but they have a chance to gain fear effects. If inside the field, the player gets +phys power, +mind power and all fears from the fear tree ingore fear immunity.
Reaping (Activated):
Mind damage plus a possible fear for anyone in the killing field. If Killing Field is empty/not active you can target a single opponent for damage and a guaranteed fear.
Call to Harvest (Activated):
Transports a few enemies in sight to a random spot in your killing field and confuses them.
Panic (same as before)
I was also considering changing Predator to make it more useful as well. Maybe just a change to have it remember all type/sub-type bonuses and automatically switch the targeted prey after each kill.
Re: Buffing some Doomed talents...
I love the talent names Benli 
(wonders if someone's been playing darksiders 2
)

(wonders if someone's been playing darksiders 2

Re: Buffing some Doomed talents...
On a somewhat related note, I've read that shadows no longer scale past 50. Is this also true for player Doomed in the ID?
Re: Buffing some Doomed talents...
You got until, lets say next week to be safe, to submit those; after b43 we only do bugfixes until v1
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Buffing some Doomed talents...
I have played doomed a lot, but I am a noob. I have some observations.
I don't like shadows. They seem to pop into existence at random, are weak, get lost, cost too much. I hear other players say shadows is good, I just don't put a single point in it, and remove the starter point.
The Creeping Darkness skill is awesome. I maximize it early, as I only put one point in reproach and another in willful strike. So in the first few levels, all my class points go into creeping darkness. It is vastly more reliable and useful if maximized, to get a lot of "darkness". Then you need the skill that gives vision through dark and increases speed. This is one of the most surprisingly fun skills in the game. You place your darkness, and not only you can "blind" enemies, but you can also move in the dark like a ninja while time is nearly stopped for everyone else (+325% move speed from skill alone). It also gives extra damage. You never need fear ranged anything as long as you can cast the darkness and walk into range with them.
Too many generic trees and too little class tress. I may be unfair on the class tress because i dislike shadows, but there are so many good generic trees for it, I wish at least one would move to the class tree side. Maybe cursed/gestures?
Anti-magic rocks doomed. When facing ranged casters like the orc casters and stuff, you can silence them, or you can cast darkness so they can't see you, and then you can mana clash them to death. Even in the prides where the casters gangbang you I would sometimes finish them unharmed if I manage to get good damage boosts going when I cast the blast.
You get damage boosts from gestures/malice, from creeping darkness, from despair fear and from feeding. They stack, but hard to get all going at the same time. I love these.
Agony, if you doubled the damage I might still not put a point in it. Can't compare to the other options at that stage of the game.
I think deflection shield should scale more with mindpower. It scales, but I think you should get more bonus for each mindpower point.
Fears don't make enemies attack you. Get in a position where you see the enemy and they dont see you, cast feed and fears, and let the enemies kill eachother or be damaged by the fears.
The problem with fears is that you get a random fear where a random effect has a random chance of ocurring. It's too random, and even if the gods guide you and you get the correct fear on, it might not activate. I'd change a few fears but not the mechanics of instilling a random fear:
Paranoid fear: allow attacks to be spells as well so they make a proper mess, and make it so that once they start, they fight until the fear runs out, rather than a tiny percentage chance each turn that the enemies will give a half-assed slap on eachother's back.
Haunted and Tormented: I think these should be redone from scratch, or if we are keeping these weak fears, move these to the 2nd skill and move the good fears (terrified and distressed) to the 3rd skill so it makes more sense.
I don't like panic. I can see how it could be useful but again, not reliable at all in almost any situation. I'd replace it with a focus fear skill, that will let you choose one favourite fear that gets applied 50% of the time, and the rest of the time you get a random fear like before.
Thanks for reading. Doomed is my favourite class.
I don't like shadows. They seem to pop into existence at random, are weak, get lost, cost too much. I hear other players say shadows is good, I just don't put a single point in it, and remove the starter point.
The Creeping Darkness skill is awesome. I maximize it early, as I only put one point in reproach and another in willful strike. So in the first few levels, all my class points go into creeping darkness. It is vastly more reliable and useful if maximized, to get a lot of "darkness". Then you need the skill that gives vision through dark and increases speed. This is one of the most surprisingly fun skills in the game. You place your darkness, and not only you can "blind" enemies, but you can also move in the dark like a ninja while time is nearly stopped for everyone else (+325% move speed from skill alone). It also gives extra damage. You never need fear ranged anything as long as you can cast the darkness and walk into range with them.
Too many generic trees and too little class tress. I may be unfair on the class tress because i dislike shadows, but there are so many good generic trees for it, I wish at least one would move to the class tree side. Maybe cursed/gestures?
Anti-magic rocks doomed. When facing ranged casters like the orc casters and stuff, you can silence them, or you can cast darkness so they can't see you, and then you can mana clash them to death. Even in the prides where the casters gangbang you I would sometimes finish them unharmed if I manage to get good damage boosts going when I cast the blast.
You get damage boosts from gestures/malice, from creeping darkness, from despair fear and from feeding. They stack, but hard to get all going at the same time. I love these.
Agony, if you doubled the damage I might still not put a point in it. Can't compare to the other options at that stage of the game.
I think deflection shield should scale more with mindpower. It scales, but I think you should get more bonus for each mindpower point.
Fears don't make enemies attack you. Get in a position where you see the enemy and they dont see you, cast feed and fears, and let the enemies kill eachother or be damaged by the fears.
The problem with fears is that you get a random fear where a random effect has a random chance of ocurring. It's too random, and even if the gods guide you and you get the correct fear on, it might not activate. I'd change a few fears but not the mechanics of instilling a random fear:
Paranoid fear: allow attacks to be spells as well so they make a proper mess, and make it so that once they start, they fight until the fear runs out, rather than a tiny percentage chance each turn that the enemies will give a half-assed slap on eachother's back.
Haunted and Tormented: I think these should be redone from scratch, or if we are keeping these weak fears, move these to the 2nd skill and move the good fears (terrified and distressed) to the 3rd skill so it makes more sense.
I don't like panic. I can see how it could be useful but again, not reliable at all in almost any situation. I'd replace it with a focus fear skill, that will let you choose one favourite fear that gets applied 50% of the time, and the rest of the time you get a random fear like before.
Thanks for reading. Doomed is my favourite class.
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- Uruivellas
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Re: Buffing some Doomed talents...
That's the thing. They're only good if you invest in them. If you've only got one point in the tree, they're downright laughable. If you've got fifteen points plus a mastery boost in the tree, they are terrifying.cttw wrote:I don't like shadows. They seem to pop into existence at random, are weak, get lost, cost too much. I hear other players say shadows is good, I just don't put a single point in it, and remove the starter point.