Idea for a new faction: Regulators

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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tsff22
Low Yeek
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Re: Idea for a new faction: Regulators

#16 Post by tsff22 »

I, uh...sorry, but I wouldn't know the first thing about mod/addon creation to save my life. :oops:

darkgod
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Re: Idea for a new faction: Regulators

#17 Post by darkgod »

Indeed wilder powers are also very graphic too, and many zigur followers use psionics too.
And yeso bviously ziguranth have a way to sense magic and are certainly not raving stupid maniac. They are smart.
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nukularpower
Halfling
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Re: Idea for a new faction: Regulators

#18 Post by nukularpower »

Makes sense, I suppose.

As sort of a semi-ontopic thing, what would people think about the AM tree being tied to Con instead of Willpower? With how all the abilities require Willpower atm, it's pretty hard to justify on many chars that might otherwise be able to get good use out of it. Given the harsh penalties, it seems like they would be enough to deter abuse of it, besides having to dump Willpower too - while on the other hand, Con is a stat that is beneficial to anyone, and just as logical from a thematic perspective. Wilders, bulwarks, and psions (who have enough going for them without it) are really the only ones worth taking AM on atm, or at least that's how it seems to me.

bricks
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Re: Idea for a new faction: Regulators

#19 Post by bricks »

Willpower is one of the most widely useful stats, IMO. Tying it to constitution doesn't make much sense thematically, and the "everyone wants it anyway" argument doesn't really fly. Also, ToME doesn't have any constitution-based classes or talents, and I don't think that's an accident. If antimagic should be available to everyone, then remove the stat requirement entirely. All of the effects scale with mindpower anyway, so there would still be reason to invest heavily in willpower.

(I think stat requirements are kind of bogus anyway, given that most talents scale.)
Sorry about all the parentheses (sometimes I like to clarify things).

nukularpower
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Re: Idea for a new faction: Regulators

#20 Post by nukularpower »

Well, for one thing, not "everyone" wants AM. It takes a dedicated char to go that route - you certainly can't just take it on anything, due to the heavy penalties. Also, I definately do not consider Willpower one of the most widely useful stats, except on, as I said, psionics and wilders. Certainly not more than Con, which is what I actually expected it to be. Unless you are talking about how Willpower is useful to other types of casters, but they obviously wouldn't be getting AM.

And Constitution certainly makes as much sense as the stat you would use to drive off magical force as Willpower does - you can't put out a fire by willing it not to burn you (unless you're a psion, I guess), but you might be able to shrug off the pain, if you had the guts.

Making it more useful for fighter classes vs wilders is where I am going with this.

bricks
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Re: Idea for a new faction: Regulators

#21 Post by bricks »

nukularpower wrote:you can't put out a fire by willing it not to burn you (unless you're a psion, I guess)
But that's almost exactly what antimagic is. Anyway, willpower grants a lot of boosts great for fighters, not the least of which is increased stamina.
Sorry about all the parentheses (sometimes I like to clarify things).

Frumple
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Re: Idea for a new faction: Regulators

#22 Post by Frumple »

Yeah... can chime in saying that most of my melee fighters pick up at least some willpower (usually bring it up to base 20 or 30 or so, when I've got some stat points to spare.), generally as a (or one of a few) tertiary stat(s). I actually can't think of a single melee class, even among the arcanes, that don't get a nice boon from a bit of willpower investment. E: Wait, wait. Sun paladins. Sunpas don't get much out of it. The extra stamina (and for the non-stamina classes, only cursed and sunpas don't get some kind of benefit to their resource management from willpower) alone can make a decently hefty difference, and a lot of talents scale with willpower to some degree or another. The saves don't hurt, either.

And nowadays, there's some solidly nice stuff in AM (Fungus tree, the escort rewards -- though those won't need AM next version) that you don't need will scaling for. With the addition of stuff like psychoportation, antimagic (at least potentially) isn't nearly as "expensive" (in terms of player options) as it used to be.

Anyway, there is one con scaling talent I can recall off the top of my head. Retch :lol:

phantomglider
Archmage
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Re: Idea for a new faction: Regulators

#23 Post by phantomglider »

Retch, the two Dwarf activatables, at least two of the Conditioning tree.

Anything which heals a percentage of your HP or multiplies your max HP by a percentage as well - a minor effect, but an extant one. (Unstoppable, Bloodthirst, that skill in Superiority tree that boosts your max HP and Stamina)
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