[b42 + svn] PLEASE remove disengage from gloves

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jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

[b42 + svn] PLEASE remove disengage from gloves

#1 Post by jenx »

I went to teh master, coughed up $4000, to produce the most awesome gloves imagineable - EXCEPT that they bring 35% chance of disengage!!!!!

AARRRGGGGHHHHHHHHHHHHH!

Here are the gloves (combining above and below the line):

Code: Select all

Accuracy +73 (yes, 73!!)
APR: +24
Armour: +3
Stats: +5 STR, +9 DEX, +16 CUN (yeh!!!!!)
Hits: 4 acid, +29 darkness, +16 mind
Resists: +15% darkness, +3%mind
Resist pen: +10% acid
Physical save: +25
Mental save: +10
Infra-vision +2
base power: 24-26.4
Talent cool down: double strike -1
Phys crit chance: +21%
Attack speed 50%
talents on hit: 10% Perfect Control, level 5)
35% disengage lvl 5
10% Setup lvl 5
talent on crit: 10% dominate lvl 5
so the disengage is killing me. I hit and presto, jump away to be shot at etc.
MADNESS rocks

phantomglider
Archmage
Posts: 372
Joined: Fri Jan 20, 2012 12:13 am

Re: [b42 + svn] PLEASE remove disengage from gloves

#2 Post by phantomglider »

Disengage-on-hit is on archer's gloves. You know, for archers. So they can, in sufficiently desperately straits, punch someone for a chance to get some space. It kind of sucks for brawlers, but then so do thoughtforged weapons for most melee characters.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: [b42 + svn] PLEASE remove disengage from gloves

#3 Post by jenx »

I know they are for archers, but it still sucks when you plunge $4000 into a pair!
MADNESS rocks

donkatsu
Uruivellas
Posts: 819
Joined: Mon Dec 12, 2011 4:33 pm

Re: [b42 + svn] PLEASE remove disengage from gloves

#4 Post by donkatsu »

I don't think it's worth including an ego on a brawler's main weapon which actively sabotages them all the time, just so that archers can have a questionable method of kiting to use every once in a while. Maybe if brawlers had an abundance of great artifact weapons to choose from, it wouldn't matter so much, but they're bad enough as it is.

Please remove disengage from gloves. Or at least make fixedart gloves actually worth using for unarmed combat.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: [b42 + svn] PLEASE remove disengage from gloves

#5 Post by jenx »

i just returned to merchant and am much happier with this roll, for lvl 50 cornac brawler:


combining below and above the line:

Code: Select all

accuracy: +24
armour +18
armour hardiness +10%
stats: +6 cun, +6 con
on hit: +15 darkness +2 lightning, +24 darkness +4 manaburn
on crit: (rad2) +15 darkness, +8 lightning
on receive hit: +16 lightning
resists: +24% darkness, +13% phyiscal
damage +11% darkness
spell save +6
life regen +1.90
stamina regen +2.00
max stam +37
infravision +2
base power: 30-42
apr: +15
phsy crit chance +23%
attack speed 80%
talents on hit:
20% chance moonlight ray
10% chance slumber
5% chance stone touch (WOW!)
10% chance dominate
dmg conversion 47% darkness
can be activited for Track
MADNESS rocks

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: [b42 + svn] PLEASE remove disengage from gloves

#6 Post by bricks »

Chance to disengage on melee sounds like one of the worst possible defensive strategies for an Archer. I agree with removal.
Sorry about all the parentheses (sometimes I like to clarify things).

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: [b42 + svn] PLEASE remove disengage from gloves

#7 Post by SageAcrin »

Maybe it should be Hack'n'back if people care about the concept?

At least then it would be added damage along with your disengagement.

But yeah, I wouldn't mind seeing that be something completely different. Maybe just Track? That would actually be a pretty funny effect for a melee weapon.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: [b42 + svn] PLEASE remove disengage from gloves

#8 Post by jenx »

Some gloves come with Track now! I can't remember which ego gives this. At least, they do in the SVN, where there are HEAPS of new glove types
MADNESS rocks

Mewtarthio
Uruivellas
Posts: 717
Joined: Mon Jul 16, 2012 6:03 pm

Re: [b42 + svn] PLEASE remove disengage from gloves

#9 Post by Mewtarthio »

phantomglider wrote:Disengage-on-hit is on archer's gloves. You know, for archers. So they can, in sufficiently desperately straits, punch someone for a chance to get some space.
Why would that ever be a good strategy? Maybe if it was disengage-on-use, but on-hit? What archer is going to be in such dire straits that he's resorting to punching an enemy? Wouldn't he just use a teleport rune or a movement infusion instead? And, if his runes and infusions are on cooldown and his regular Disengage is also on cooldown and there's an enemy in melee and he's out of ammo... How is a 35% chance to proc a highly limited escape talent if he throws is bow down and goes for fisticuffs going to help him?

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: [b42 + svn] PLEASE remove disengage from gloves

#10 Post by jenx »

exactly, so it needs removing
MADNESS rocks

darkgod
Master of Eyal
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Joined: Wed Jul 24, 2002 9:26 pm
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Re: [b42 + svn] PLEASE remove disengage from gloves

#11 Post by darkgod »

agreed
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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