Werebeast class v1.4.3
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Re: Werebeast class
I'm sure you can just copy their post over to the ideas forum...
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Re: Werebeast class
Updated!
New version here: http://te4.org/games/addons/tome/werebe ... east-class
New version here: http://te4.org/games/addons/tome/werebe ... east-class
My feedback meter decays into coding. Give me feedback and I make mods.
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- Halfling
- Posts: 88
- Joined: Thu Jul 12, 2012 8:37 pm
Re: Werebeast class
Some feedback:
Psiclaws seems pretty weak, it could use a damage buff or a rider effect.
If you start with points auto assigned the addon gives you swoop and eagle wings, this is odd since you would normally be unable to get them at level one.
Why not replace the silent hunter tree with the regular stealth tree?
Give the player a set of mindstars in their inventory to start with.
Psiclaws seems pretty weak, it could use a damage buff or a rider effect.
If you start with points auto assigned the addon gives you swoop and eagle wings, this is odd since you would normally be unable to get them at level one.
Why not replace the silent hunter tree with the regular stealth tree?
Give the player a set of mindstars in their inventory to start with.
Re: Werebeast class
d'oh forgot to remove the testing talent points for swoop.
Silent Hunter replaces the regular Stealth category so that you don't get stamina.
You start with two mindstars equipped in off set.
Edit: Fixed.

Silent Hunter replaces the regular Stealth category so that you don't get stamina.
You start with two mindstars equipped in off set.
Edit: Fixed.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Werebeast class
Is there a version available for V1? This class looks interesting and I'd like to try it out.
I think it might also be a good idea to drop some of the talents borrowed from other classes and add some original ones. As it stands, the Rampage/Stealth combo might be a little too attractive.
I think it might also be a good idea to drop some of the talents borrowed from other classes and add some original ones. As it stands, the Rampage/Stealth combo might be a little too attractive.
Re: Werebeast class
Oops, I was writing an update and got distracted. Will check if it work / make it work on v1.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Werebeast class
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Werebeast class
Thanks muchly! Will be playing with it shortly. PS - you might look into making the new stealth prodigy compatible with Silent Hunter.
EDIT: OK, having fooled around with the class a little bit, here are some thoughts:
1. Eye Swipe needs a longer cooldown or a higher resource cost or something. It's way too easy to blindlock enemies at very low levels right now.
2. I think that the class needs to be given more of a reason to use willpower. Right now, Str/Cun/Con seems the way to go, with just a touch of Wil for prereqs. Mindstars start out weak and don't synergize well with Rampage. Psiclaws could be stronger at low levels without being overpowered, since they require mindstars to work (I assume - didn't actually check that out). A touch of damage conversion to physical might also help (to improve synergy with Rampage).
3. All the cat modifiers are at 1.2 right now. Silent Hunter could be higher (stealth in this game is really an all-or-nothing thing) and Rampage could be lower to make it less of a must-have.
Other than those quibbles, I was really impressed - lots of fun things to put points into!
EDIT: OK, having fooled around with the class a little bit, here are some thoughts:
1. Eye Swipe needs a longer cooldown or a higher resource cost or something. It's way too easy to blindlock enemies at very low levels right now.
2. I think that the class needs to be given more of a reason to use willpower. Right now, Str/Cun/Con seems the way to go, with just a touch of Wil for prereqs. Mindstars start out weak and don't synergize well with Rampage. Psiclaws could be stronger at low levels without being overpowered, since they require mindstars to work (I assume - didn't actually check that out). A touch of damage conversion to physical might also help (to improve synergy with Rampage).
3. All the cat modifiers are at 1.2 right now. Silent Hunter could be higher (stealth in this game is really an all-or-nothing thing) and Rampage could be lower to make it less of a must-have.
Other than those quibbles, I was really impressed - lots of fun things to put points into!
Re: Werebeast class
HousePet, if you're interested, I'd like to add the werebeast to the next Class Pack. You'd get full credit for your work, of course!
I've started working on it already but haven't touched the werebeast yet. I wanted to get your permission first, and also see if there are any major changes you have planned with the class? If so i can hold off until later, but was hoping to have something released within a week or so. Do you have any thoughts or questions?
Nice work!
I've started working on it already but haven't touched the werebeast yet. I wanted to get your permission first, and also see if there are any major changes you have planned with the class? If so i can hold off until later, but was hoping to have something released within a week or so. Do you have any thoughts or questions?
Nice work!
Re: Werebeast class
Bug with the class: doesn't start mainquest. (You don't get the quest to explore the four tier 2 zones).
Re: Werebeast class
daftigod: Sure go ahead. I've got nothing planned at the moment, but if you find anything wrong, please tell me.
Kaerius: It is near impossible to break the main quest, and exploring the teir 2 dungeons isn't it anyway. You don't need the quest and it will add it when you complete one of them as well.
Kaerius: It is near impossible to break the main quest, and exploring the teir 2 dungeons isn't it anyway. You don't need the quest and it will add it when you complete one of them as well.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Werebeast class
I've put together a quick update.
Tools of the Trade now works with Silent Hunter.
Psiclaws cannot be used with Psiblades.
Whatever that bug was in Snake Aspect that kept getting my character slaughtered should be fixed.
Tweaked talent masteries and reduced most of the Equilibrium costs.
Haven't properly tested this version. So shout if something is wrong.
NB: You potentially have four talents for reducing Equilibrium: Maul, Regrowth, Ancestral Life and Resolve.
Tools of the Trade now works with Silent Hunter.
Psiclaws cannot be used with Psiblades.
Whatever that bug was in Snake Aspect that kept getting my character slaughtered should be fixed.
Tweaked talent masteries and reduced most of the Equilibrium costs.
Haven't properly tested this version. So shout if something is wrong.
NB: You potentially have four talents for reducing Equilibrium: Maul, Regrowth, Ancestral Life and Resolve.
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- Thalore
- Posts: 151
- Joined: Mon Oct 24, 2011 8:05 pm
Re: Werebeast class
Many thanks for the update!:)
Will take a look today and repost.
Will take a look today and repost.
Re: Werebeast class
Its fascinating that you've essentially built a World of Darkness Uratha in a roundabout way by accident.
I suggest you have a look over some of the clan lines and power trees - The spirit world is WOEFULLY underepresented in Maj'Eyal. That and I'm wondering what could be done to consume bleeding charges on an enemy as a sort of savaging frenzy - A better workaround than the Maul / Swallow deal. Although I DO love all the layered status effects and build options! Still digging into it and getting a feel, but it screams potential range of classes to me. And willpower / strength means putting some of this on an adventurer is going to be terribly interesting. Also, are you going to be adding a graphic in for the claws?
http://whitewolf.wikia.com/wiki/Uratha
I suggest you have a look over some of the clan lines and power trees - The spirit world is WOEFULLY underepresented in Maj'Eyal. That and I'm wondering what could be done to consume bleeding charges on an enemy as a sort of savaging frenzy - A better workaround than the Maul / Swallow deal. Although I DO love all the layered status effects and build options! Still digging into it and getting a feel, but it screams potential range of classes to me. And willpower / strength means putting some of this on an adventurer is going to be terribly interesting. Also, are you going to be adding a graphic in for the claws?
http://whitewolf.wikia.com/wiki/Uratha
Re: Werebeast class
I'd love to add a graphic for the claws, but I can't draw. 

My feedback meter decays into coding. Give me feedback and I make mods.