Barbarian Class 0.9.8
Moderator: Moderator
Re: [1.0] Barbarian Class 0.93
Updated again, everything is working! The Combat.lua additions fixed everything, unfortunately this breaks compatbility with other class addons (I think).
- Blood Master properly adds bleed damage
- Street Fighter working just like Tactical Expert
- Arena Strength properly adds off hand damage
- Retaliate properly counter attacks
- Removed birth point in combat mastery, but kept accuracy. Player was too strong off the bat
- Recolored barbarian tree talent icons to a silver border
Just redownload the file and overwrite any old ones. Old versions of Barbarian will not authenticate online. Only the newest version will work online!
Have fun!
- Blood Master properly adds bleed damage
- Street Fighter working just like Tactical Expert
- Arena Strength properly adds off hand damage
- Retaliate properly counter attacks
- Removed birth point in combat mastery, but kept accuracy. Player was too strong off the bat
- Recolored barbarian tree talent icons to a silver border
Just redownload the file and overwrite any old ones. Old versions of Barbarian will not authenticate online. Only the newest version will work online!
Have fun!
Re: [1.0] Barbarian Class 0.93
One more update.
- Natural Strength can only get a point once every 3 levels
- Natural Speed now requires 30 wil, and can only level at 20, 25, 30, 35, 40
- Natural Focus / Resistance now both require 20 wil, lvl 5. upgrade normally after that
- Blood Master has proper requirements (lvl 10, 22 str)
- Changed Gladiator talent names (Brute, Charge, Endurance, Guard)
- Tweaked the rest of the strength trees to have slightly higher base requirements
So, a slight nerf all around.
Have fun!
- Natural Strength can only get a point once every 3 levels
- Natural Speed now requires 30 wil, and can only level at 20, 25, 30, 35, 40
- Natural Focus / Resistance now both require 20 wil, lvl 5. upgrade normally after that
- Blood Master has proper requirements (lvl 10, 22 str)
- Changed Gladiator talent names (Brute, Charge, Endurance, Guard)
- Tweaked the rest of the strength trees to have slightly higher base requirements
So, a slight nerf all around.
Have fun!
Last edited by daftigod on Fri Jan 18, 2013 5:53 pm, edited 1 time in total.
Re: [1.0] Barbarian Class 0.94
Merging into the class pack. New codebase is screwing my head though, what's with the new getOffHandMult and combatDefenseBase functions in Combat.lua? Is it safe to just dump it all in? And are the combatDamage and physicalCrit functions still needed?
Re: [1.0] Barbarian Class 0.94
A great class for all who enjoy straight-on melee mayhem! Thanks a lot. And one question too: how do dice skill and blood master passive work together?
Re: [1.0] Barbarian Class 0.95
Fixed dual-wield, finally!
it's now capped at 75% dmg (rogues and reavers are at 50%). this increases overall dmg by 25-40%. to compensate, cool downs on all barbarian talents have been increased. remember, those cooldowns can still be decreased by 5 with natural speed!
Hopefully, this doesn't make him too overpowered. But i have a feeling it will.
Have fun!
laru - to answer your question, i'm not sure. I was hoping they would stack but I'm really not sure. I'll see if I can play test to find out, good question!
Also, I'm thinking about putting some backstory into the game. Fleshing out the Zigur side of it, making a bonus for choosing the antimagic quest, or a severe penalty for choosing to side with magic.
Possibly a permanent 0.5 category mastery for antimagic when beating the arena. Making it 1.50 mastery, and the strongest form of antimagic in the game. And, as another bonus, a chance to spawn with a friendly Zigur follower any time you are attacked by adventurers.
If the player chooses to go help the apprentice, then all Zigur patrols become hostile and actually chase the player (at 75% speed). Antimagic would also become a "tainted" version of it that i haven't fully thought out yet. Maybe reduce it to half efficiency, or make alternate versions of the talents where instead of being a defense to magic (which a barbarian does need), it becomes something umm different.
Maybe give the magic using barbarian a mana bar that effects his damage output based on how full it is. And all antimagic talents drain mana, instead of equilibrium. If he doesn't keep the bar full, then his dual wielding will be effectively negated, turning him into a poorly performing zerker or bulwark. Actually, thematically this makes alot of sense. If he's going to be spending more time focusing on magic crap, then his performance on the field should suffer tremendously. this is why wizards don't play rugby!
Also, this:
Zigur arena as a child (2x normal size)? Maybe have a fully equipped adult figure who spawns on the opposite side of the arena. The arena is full of vermin. The player, as a baby, has to traverse over to the other side to safety in his father(?)'s arms. Or, he can try to fight off the vermin himself by grabbing two sticks scattered around, equipping them to give just enough damage to hurt the rats etc, and impress the adult.
If he makes it across the arena without dying, he gets +2 Cun
If he kills all the rats, he gets +2 Str
If he "dies," he gets plus +2 Wil for not giving up
Does this sound interesting at all?
it's now capped at 75% dmg (rogues and reavers are at 50%). this increases overall dmg by 25-40%. to compensate, cool downs on all barbarian talents have been increased. remember, those cooldowns can still be decreased by 5 with natural speed!
Hopefully, this doesn't make him too overpowered. But i have a feeling it will.
Have fun!
laru - to answer your question, i'm not sure. I was hoping they would stack but I'm really not sure. I'll see if I can play test to find out, good question!
Also, I'm thinking about putting some backstory into the game. Fleshing out the Zigur side of it, making a bonus for choosing the antimagic quest, or a severe penalty for choosing to side with magic.
Possibly a permanent 0.5 category mastery for antimagic when beating the arena. Making it 1.50 mastery, and the strongest form of antimagic in the game. And, as another bonus, a chance to spawn with a friendly Zigur follower any time you are attacked by adventurers.
If the player chooses to go help the apprentice, then all Zigur patrols become hostile and actually chase the player (at 75% speed). Antimagic would also become a "tainted" version of it that i haven't fully thought out yet. Maybe reduce it to half efficiency, or make alternate versions of the talents where instead of being a defense to magic (which a barbarian does need), it becomes something umm different.
Maybe give the magic using barbarian a mana bar that effects his damage output based on how full it is. And all antimagic talents drain mana, instead of equilibrium. If he doesn't keep the bar full, then his dual wielding will be effectively negated, turning him into a poorly performing zerker or bulwark. Actually, thematically this makes alot of sense. If he's going to be spending more time focusing on magic crap, then his performance on the field should suffer tremendously. this is why wizards don't play rugby!
Also, this:
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If he makes it across the arena without dying, he gets +2 Cun
If he kills all the rats, he gets +2 Str
If he "dies," he gets plus +2 Wil for not giving up
Does this sound interesting at all?
Last edited by daftigod on Fri Jan 18, 2013 5:53 pm, edited 1 time in total.
Re: [1.0] Barbarian Class 0.95
Well, I for one fully support the ideas you have presented in your post. This kind of stuff gives the class more depth and "feeling". Only problem might be that probably no-one would want to not side with zigur in that scenario..
I also like that you boosted basic bump and increased the cooldowns, so that the barb is a strong melee attacker who uses skills occasionally in dire situations. Compared to the rogue, who lets go with all the dirty tricks in the sleeve and then abandons the crime scene.
More about the bleedin' stuff: there are two questions actually: 1) do Blood Master's passive bleeding stack with dice/execution skill's chance-to-bleed, and 2) what if the target is already bleeding, will it get overridden? And another problem with the current approach: a properly built and equipped barbarian seems to kill opposition so fast that bleeding is not a very desirable effect. And Blood Master is such a cool passive skill that I suggest changing dice and executioner "side effects" to something else. Large crit% + instakill-at-low-life for executioner, naturally - it goes with the theme, and I personally find instakill a really handy skill at Dreadfell and onwards, with all the blurring mortality and heroism infusions around. As for dice.. the huge bump damage and the whirlwind skill kind of make dice irrelevant, bonus side effect or not. All the regular enemies die fast anyway, and dice doesn't really help with the problematic ones. Maybe change to some melee-and-mobility-combined -skill, like hack'n'back/harass prey? I really love to use h'n'b and then pummel the enemy with rush. (Oh yes, items like dragon armor, which lower rush'es cooldown, dont work with charge. That makes me a saaad barbarian..) And good old 'disarm' would also be very in theme.
Well, just my humble opinion, anyway. I really hope you find the time to hone the class a bit more, I'm really looking forward to challenging Grushnak to a melee duel with this one!
I also like that you boosted basic bump and increased the cooldowns, so that the barb is a strong melee attacker who uses skills occasionally in dire situations. Compared to the rogue, who lets go with all the dirty tricks in the sleeve and then abandons the crime scene.
More about the bleedin' stuff: there are two questions actually: 1) do Blood Master's passive bleeding stack with dice/execution skill's chance-to-bleed, and 2) what if the target is already bleeding, will it get overridden? And another problem with the current approach: a properly built and equipped barbarian seems to kill opposition so fast that bleeding is not a very desirable effect. And Blood Master is such a cool passive skill that I suggest changing dice and executioner "side effects" to something else. Large crit% + instakill-at-low-life for executioner, naturally - it goes with the theme, and I personally find instakill a really handy skill at Dreadfell and onwards, with all the blurring mortality and heroism infusions around. As for dice.. the huge bump damage and the whirlwind skill kind of make dice irrelevant, bonus side effect or not. All the regular enemies die fast anyway, and dice doesn't really help with the problematic ones. Maybe change to some melee-and-mobility-combined -skill, like hack'n'back/harass prey? I really love to use h'n'b and then pummel the enemy with rush. (Oh yes, items like dragon armor, which lower rush'es cooldown, dont work with charge. That makes me a saaad barbarian..) And good old 'disarm' would also be very in theme.
Well, just my humble opinion, anyway. I really hope you find the time to hone the class a bit more, I'm really looking forward to challenging Grushnak to a melee duel with this one!
Re: [1.0] Barbarian Class 0.95
Yeah man, that's what I'm looking for! Good post, I agree with your points and had already been thinking similar thoughts after playing it the past couple days. he gets pretty boring mid-game too which is something i'd lke to address. I was hoping some variety in prodigies would help, but I haven't gotten that far with one yet!
On your mobility points, I was actually thinking about adding some sort of themed tree like that also. I picked Heave off an escort the other day, and even at a 2 tile knockback, I was surprised at the versatility an usefulness of it when needed. I'll have to think about this. Maybe move Call of Zigur over to this new tree and design the new tree around enemy positioning / battle field manipulation or something like that.
Dice should drop the blood, and get a two tile knockback, upgradeable to add the ability to push enemies behind them also. 1-5 radius cone knockback, but only enemies that are in the line of sight of the ones you knocked back. How's that sound?
Executioner could use another look too, it's really bland right now. I think I'll move all bleed stuff over there, get rid of call of zigur, and look into some more interesting execution talents like I originally envisioned for this bad larry.
I'm doing an outline for the story for this bad motha if anyone's interested. I'm going to try to base the code off of a) the keepsake addon for cursed, b) the shalore archmage start, and c) dwarf 2nd quest start. Hopefully I can mangle something working out of that.
Here's what I have so far (will update as a i flesh it out)
--- barbarian birth ---
notes:
1. exp gain is disabled for the following quests
2. level up window on birth is disabled
- player will "earn" his starting abilities based on the results of these quests
3. player starts with no stat, generic, or cat points
- player will also earn his stat points through the quests
- cornac will be given a cat point only after completion of quests
4. player can role play his roll, so to say. < -- HAHEAHEA
-- Quest I - zigur arena event as child --
-dialog
"It's warm and sunny out. You are celebrating your 5th birthday today. Dad said he wanted you to meet him at the center of town, over
by Myssil's house. He has a new place to show you, and you're going to love it."
"Myssil is the town's leader. She's a tiny little hlafling thing, barely taller than you. Everyboy calls her big names though, like
giant and hero, and this confuses you. How could somebody so small be so big at the same time?"
"You make it to her house, and see your father waiting outside. He says, 'Follow me kid, this is a big day fer you!' as he starts
walking towards the Arena."
"No way! The Arena! It's the biggest sanbox in the world! This is gonna be awesome!"
- spawn at the center of the Zigur arena
- the arena is 2x the size of normal
- there is no lava around the arena (hasn't been added yet)
- father spawns at the top of the arena, inside but against the wall
- there is an exit in the center of the arena
- player is given
- +1 brute (dual-wield)
- one stick weapon
- 1-4 dmg, 1 hand, 0 apr, 1 encum,
- one extra stick on ground that player can equip
- 1/4 life, 1/4 stamina
- BATTLE -
- arena floods with enemies
- (8) small mice
- 5-15 health
- require min 2 hits, max 4 hits to kill
- 1/4 attack dmg
- one rattlesnake "boss"
- 30 life
- 1/4 attack dmg
- 1/4 poison dmg
- father emotes when player loses health
- 75-100% "Show me what ya got!"
- 50-75% "Keep going kid!"
- 30-50% "Be careful! Don't give up!"
- 1-30% "Get over here! I'll save you!"
- victory conditions
- defeat all enemies
- earn "the Brute" title for 2nd quest
- +1 str, +1 cun, +1 wil, +1 con
- make it to father
- earn "the Survivor" title
- +2 cun, +1 con
- defeated
- earn "the Brave" title
- +2 wil, +1 con
- if run away
- "the Unready"
- +1 cun
--Quest II - in-town blight investiagtion. --
- dad has fallen ill, leaders have found a tunnel at the corner of town with a green glow deep inside.
- given
- two training swords
- 2-6 dmg, 1 hand, 1 apr, 2 encum
- 3/4 health, 3/4 stamina
- +1 in club (stun)
- if kill everything "warmonger"
- +1 rush, +1 weapon combat, +1 brute
- if spare boss (father's blighted friend) "resistor"
- teaches you antimagic, which he has used to ward off the blight
- +1 resolve, +1 weapon combat, +1 armor training
-
3. normal start
On your mobility points, I was actually thinking about adding some sort of themed tree like that also. I picked Heave off an escort the other day, and even at a 2 tile knockback, I was surprised at the versatility an usefulness of it when needed. I'll have to think about this. Maybe move Call of Zigur over to this new tree and design the new tree around enemy positioning / battle field manipulation or something like that.
Dice should drop the blood, and get a two tile knockback, upgradeable to add the ability to push enemies behind them also. 1-5 radius cone knockback, but only enemies that are in the line of sight of the ones you knocked back. How's that sound?
Executioner could use another look too, it's really bland right now. I think I'll move all bleed stuff over there, get rid of call of zigur, and look into some more interesting execution talents like I originally envisioned for this bad larry.
I'm doing an outline for the story for this bad motha if anyone's interested. I'm going to try to base the code off of a) the keepsake addon for cursed, b) the shalore archmage start, and c) dwarf 2nd quest start. Hopefully I can mangle something working out of that.
Here's what I have so far (will update as a i flesh it out)
--- barbarian birth ---
notes:
1. exp gain is disabled for the following quests
2. level up window on birth is disabled
- player will "earn" his starting abilities based on the results of these quests
3. player starts with no stat, generic, or cat points
- player will also earn his stat points through the quests
- cornac will be given a cat point only after completion of quests
4. player can role play his roll, so to say. < -- HAHEAHEA
-- Quest I - zigur arena event as child --
-dialog
"It's warm and sunny out. You are celebrating your 5th birthday today. Dad said he wanted you to meet him at the center of town, over
by Myssil's house. He has a new place to show you, and you're going to love it."
"Myssil is the town's leader. She's a tiny little hlafling thing, barely taller than you. Everyboy calls her big names though, like
giant and hero, and this confuses you. How could somebody so small be so big at the same time?"
"You make it to her house, and see your father waiting outside. He says, 'Follow me kid, this is a big day fer you!' as he starts
walking towards the Arena."
"No way! The Arena! It's the biggest sanbox in the world! This is gonna be awesome!"
- spawn at the center of the Zigur arena
- the arena is 2x the size of normal
- there is no lava around the arena (hasn't been added yet)
- father spawns at the top of the arena, inside but against the wall
- there is an exit in the center of the arena
- player is given
- +1 brute (dual-wield)
- one stick weapon
- 1-4 dmg, 1 hand, 0 apr, 1 encum,
- one extra stick on ground that player can equip
- 1/4 life, 1/4 stamina
- BATTLE -
- arena floods with enemies
- (8) small mice
- 5-15 health
- require min 2 hits, max 4 hits to kill
- 1/4 attack dmg
- one rattlesnake "boss"
- 30 life
- 1/4 attack dmg
- 1/4 poison dmg
- father emotes when player loses health
- 75-100% "Show me what ya got!"
- 50-75% "Keep going kid!"
- 30-50% "Be careful! Don't give up!"
- 1-30% "Get over here! I'll save you!"
- victory conditions
- defeat all enemies
- earn "the Brute" title for 2nd quest
- +1 str, +1 cun, +1 wil, +1 con
- make it to father
- earn "the Survivor" title
- +2 cun, +1 con
- defeated
- earn "the Brave" title
- +2 wil, +1 con
- if run away
- "the Unready"
- +1 cun
--Quest II - in-town blight investiagtion. --
- dad has fallen ill, leaders have found a tunnel at the corner of town with a green glow deep inside.
- given
- two training swords
- 2-6 dmg, 1 hand, 1 apr, 2 encum
- 3/4 health, 3/4 stamina
- +1 in club (stun)
- if kill everything "warmonger"
- +1 rush, +1 weapon combat, +1 brute
- if spare boss (father's blighted friend) "resistor"
- teaches you antimagic, which he has used to ward off the blight
- +1 resolve, +1 weapon combat, +1 armor training
-
3. normal start
Re: [1.0] Barbarian Class 0.95
daftigod: epic!
And I think you're on the right track with the skills, mobility is the key to fun gameplay. And I mean mobility-in-their-face, not just playing hide and seek! I've never found the "mostly bump attack" classes like berzerker/bulwar/cursed boring, it's all about tactical battlefield control.
And I think you're on the right track with the skills, mobility is the key to fun gameplay. And I mean mobility-in-their-face, not just playing hide and seek! I've never found the "mostly bump attack" classes like berzerker/bulwar/cursed boring, it's all about tactical battlefield control.
Re: [1.0] Barbarian Class 0.95
yo, genetics is really cool and well thought out.
I have a suggestion though.
Based on the line "The true cause of these mutations has yet to be revealed..."
Maybe buff the final talent in terms of what it does now, but also give it some kind of negative as well? Just to kind of show with evolution a being might be becomming stronger in some areas, but weaker in others.
Focusing so much on becomming resilient maybe makes them take slightly longer to recover from stress, they can handle more of a hard situation but it takes them a bit longer to recover? Reduce sta or health regen maybe? Or give a negative heal mod?
I just think that some kind of negative would make a lot of sense to go with this, especially because we dont quite know whats causing it. Evolution is a roll of the dice.
I have a suggestion though.
Based on the line "The true cause of these mutations has yet to be revealed..."
Maybe buff the final talent in terms of what it does now, but also give it some kind of negative as well? Just to kind of show with evolution a being might be becomming stronger in some areas, but weaker in others.
Focusing so much on becomming resilient maybe makes them take slightly longer to recover from stress, they can handle more of a hard situation but it takes them a bit longer to recover? Reduce sta or health regen maybe? Or give a negative heal mod?
I just think that some kind of negative would make a lot of sense to go with this, especially because we dont quite know whats causing it. Evolution is a roll of the dice.
Re: [1.0] Barbarian Class 0.95
Here's what I've stormed up so far this morning. I want to get it out quick in case anyone had some other ideas!
-----
Thug
-----
1. Shank - reduce crit chance to 3-15%. reduce crit mod to 3-15%
2. Penetration - reduce apr to 3-15. reduce crit mod to 3-15%
3. Street Fighter - keep
4. Retaliate - Keep
-----
Barbarian - new meat theme
-----
1. Club - same
2. Butcher - same
3. Dice - rename to Tenderize - remove bleed, add knockback cone
4. Blend - rename Slaughterhouse
-----
Gladiator - same
-----
-----
Executioner - Moar blood
-----
1. Blood Master - rename Bloodshed. Reduce chance to 2-10%. Reduce duration to 3 turns. Increase bleed dmg by roughly 100% (50-75% attack dmg over 3 turns). so basically, a 10% max chance on hit to add 75% more one hand dmg over 3 turns
2. Scent of Death - gone. Change to Sever
- 1-5% chance to maim on hit. maim is from the brawler trees. reduce dmg, and global speed by 30%
3. Call of Zigur - gone. Change to
New cunning tree!
Raider
-----
You've become tactical with your killing techniques. You learn new methods of battle field control and have better chances of surviving in bad situations.
1 Raider - You truly don't know your own strength. What might be a love tap to you, is considered a world of hurt to others.
- adds 2-10% chance to knockback on each hit
- +2-10 physical power
- Knockback chance scales with str (max 15%)
2 Escape - You are sick and tired of being a punching bag, and decide to do something about it. You learn how to run away when something hits you really hard.
- Step up but on-hit damage. If hit for more than 50% (scale to 30%), then gain 4 x movement speed for 1 turn.
3 Pillage - ?
- Increase Item drop rate, not specific. All items just dropped more often?
-
4 Raze (or Flashbang) - You noticed a white powder forming on the walls of Shatur the last time you visited and decided to collect some. Later, you mistankenly spilled some of that white substance onto a poisonous ooze and it went boom. Boy, did it go boom. Your tactically inclined brain decides to put this knowledge to use.
- Set fire to everything around you in a 1-3 radius for 180-300 dmg over 5 turns
- Medium chance to daze for 2-4 turns
- Dmg scales with Cunning
-----
Thug
-----
1. Shank - reduce crit chance to 3-15%. reduce crit mod to 3-15%
2. Penetration - reduce apr to 3-15. reduce crit mod to 3-15%
3. Street Fighter - keep
4. Retaliate - Keep
-----
Barbarian - new meat theme
-----
1. Club - same
2. Butcher - same
3. Dice - rename to Tenderize - remove bleed, add knockback cone
4. Blend - rename Slaughterhouse
-----
Gladiator - same
-----
-----
Executioner - Moar blood
-----
1. Blood Master - rename Bloodshed. Reduce chance to 2-10%. Reduce duration to 3 turns. Increase bleed dmg by roughly 100% (50-75% attack dmg over 3 turns). so basically, a 10% max chance on hit to add 75% more one hand dmg over 3 turns
2. Scent of Death - gone. Change to Sever
- 1-5% chance to maim on hit. maim is from the brawler trees. reduce dmg, and global speed by 30%
3. Call of Zigur - gone. Change to
New cunning tree!
Raider
-----
You've become tactical with your killing techniques. You learn new methods of battle field control and have better chances of surviving in bad situations.
1 Raider - You truly don't know your own strength. What might be a love tap to you, is considered a world of hurt to others.
- adds 2-10% chance to knockback on each hit
- +2-10 physical power
- Knockback chance scales with str (max 15%)
2 Escape - You are sick and tired of being a punching bag, and decide to do something about it. You learn how to run away when something hits you really hard.
- Step up but on-hit damage. If hit for more than 50% (scale to 30%), then gain 4 x movement speed for 1 turn.
3 Pillage - ?
- Increase Item drop rate, not specific. All items just dropped more often?
-
4 Raze (or Flashbang) - You noticed a white powder forming on the walls of Shatur the last time you visited and decided to collect some. Later, you mistankenly spilled some of that white substance onto a poisonous ooze and it went boom. Boy, did it go boom. Your tactically inclined brain decides to put this knowledge to use.
- Set fire to everything around you in a 1-3 radius for 180-300 dmg over 5 turns
- Medium chance to daze for 2-4 turns
- Dmg scales with Cunning
Re: [1.0] Barbarian Class 0.95
I like raider. The class is really comming along well. Especially like that tactics-minded approach to this guy.
Re: [1.0] Barbarian Class 0.95
Ok two talents left to think up.
One is going to be a lethality type, 4th tier attack of some sort. Something to give the player a reason to get the Thug skill to the 4th talent.
the other is going to be an 2nd tier Executioner talent. Probably another torture themed attack, but no idea yet.
Here's the new talent summary, with alot of stuff changed and moved around. i haven't started coding it yet, but wanted to see what you guys thought bout the changes!

You'll notice there are now sustains. Each tree's 3rd talent (sever is misplaced in the image) is now a 25 stamina sustain that is thematic to the tree. Defense for Gladiator, Counter attack for Thug, Maim for Executioner, and Knockback on-hit for Raider. Hopefully this can encourage different builds and incentive to upgrade the trees.
Gladiator has been moved around a bit. Endurance now has a 50% increase on the health/stam regen, and is the 4th tier talent. This should help higher level barbarians regain that precious stamina a little easier and make them more survivable naturally, when combined with the new Escape talent. Guard has been buffed a tad since it was changed to a sustain.
Thug is still a WIP. Street Fighter is the most useful talent in the tree, so I moved it to the first talent. It will get a nerf, probably to +3 def per adjacent enemy. Penetration moved to 2nd tier, stays the same. Retaliate is now a sustain, and I might buff it to compensate especially since the barb will have less defense now. I might change it to a 1%-2.5% chance to counter any attack for 25-50%. Shank will hopefull be awesome when I can think of something!
Executioner is also in progress. Blood Master should be Bloodshed, and it's been reworked. 2-10% chance to cause 50-75% weapon damage over 3 turns. Might be overpowered, will have to see. Sever will use maim to help mitigate extremely fast enemies. Executioner and Scent of Death have been combined and the bleed dmg dropped. This should should keep it worthwhile since it will be the only thing to help take care of dreads and banshees an whatnot. And a good shot of steroids in the butt when you're about to take on a really nasty rare. Should probably raise the cooldown to 30-40 and the stamina cost to 60-90.
Raider could really be cool as long as it's not too OP. I'm thinking Impact might be a little much, but will be cool to test anyway. And Pillage will be funny.
These percentages should probably be 1-5% if not less now that i think about it. Or, the stamina costs should be much higher. Anyway, Raze is the panic button, with a bit of damage to keep it interesting and worthy of a 4th tier talent.
Anyone have some thoughts?
One is going to be a lethality type, 4th tier attack of some sort. Something to give the player a reason to get the Thug skill to the 4th talent.
the other is going to be an 2nd tier Executioner talent. Probably another torture themed attack, but no idea yet.
Here's the new talent summary, with alot of stuff changed and moved around. i haven't started coding it yet, but wanted to see what you guys thought bout the changes!

You'll notice there are now sustains. Each tree's 3rd talent (sever is misplaced in the image) is now a 25 stamina sustain that is thematic to the tree. Defense for Gladiator, Counter attack for Thug, Maim for Executioner, and Knockback on-hit for Raider. Hopefully this can encourage different builds and incentive to upgrade the trees.
Gladiator has been moved around a bit. Endurance now has a 50% increase on the health/stam regen, and is the 4th tier talent. This should help higher level barbarians regain that precious stamina a little easier and make them more survivable naturally, when combined with the new Escape talent. Guard has been buffed a tad since it was changed to a sustain.
Thug is still a WIP. Street Fighter is the most useful talent in the tree, so I moved it to the first talent. It will get a nerf, probably to +3 def per adjacent enemy. Penetration moved to 2nd tier, stays the same. Retaliate is now a sustain, and I might buff it to compensate especially since the barb will have less defense now. I might change it to a 1%-2.5% chance to counter any attack for 25-50%. Shank will hopefull be awesome when I can think of something!
Executioner is also in progress. Blood Master should be Bloodshed, and it's been reworked. 2-10% chance to cause 50-75% weapon damage over 3 turns. Might be overpowered, will have to see. Sever will use maim to help mitigate extremely fast enemies. Executioner and Scent of Death have been combined and the bleed dmg dropped. This should should keep it worthwhile since it will be the only thing to help take care of dreads and banshees an whatnot. And a good shot of steroids in the butt when you're about to take on a really nasty rare. Should probably raise the cooldown to 30-40 and the stamina cost to 60-90.
Raider could really be cool as long as it's not too OP. I'm thinking Impact might be a little much, but will be cool to test anyway. And Pillage will be funny.

Anyone have some thoughts?
Re: [1.0] Barbarian Class 0.95
Well, well. Things are certainly starting to look interesting here. A lot of possibly beneficial effects, but you don't always get to choose when they happen, that forces one to be creative in the midst of combat rather than just mash the button. Go ahead and code, these need to be tested in actual gameplay to see how everything works together. A few comments that came to mind immediately, though:
1) Blood master's damage increase is still going to be very insignificant compared to the overall killing speed of the barbarian. As it is for now I doubt I'd be putting points in it, other than for prerequisite.
2) Pillage, now that's a difficult one. Generally speaking, knockback in melee is something you'd like to have control over, having it happen occasionally can be more of a curse than a blessing. On the other hand, the chance is small and -physRes% is always a very welcome effect for melee fighters. Need to do some serious skull bashing to find out, is it worth or not.
3) As of the yet missing skills, I'd still like one more reliable way to manipulate position(s) of enemy(-ies), now that call of zigur is gone.
1) Blood master's damage increase is still going to be very insignificant compared to the overall killing speed of the barbarian. As it is for now I doubt I'd be putting points in it, other than for prerequisite.
2) Pillage, now that's a difficult one. Generally speaking, knockback in melee is something you'd like to have control over, having it happen occasionally can be more of a curse than a blessing. On the other hand, the chance is small and -physRes% is always a very welcome effect for melee fighters. Need to do some serious skull bashing to find out, is it worth or not.
3) As of the yet missing skills, I'd still like one more reliable way to manipulate position(s) of enemy(-ies), now that call of zigur is gone.
Re: [1.0] Barbarian Class 0.95
when do we get the awesome starting area?
Re: [1.0] Barbarian Class 0.95
maybe after i finish up the class! priorities hehe
new stuff - well, alot
- player now starts with leather boots
- tweaked str and str-high requierments
- tweaked cun requirements
- tweaked wil requirements
- Executioner, locked. Can unlock before level 10
- Raider, locked. Cannot unlock until level 10 (very unfinished)
- Thug, Barbarian, Gladiator, Genetics about 99% finished. hopefully!
* = renamed talent
-Barbarian
- *Bash - same
- Butcher - same
- *Slaughter - bleed damage tweaked
- *Meat Spin - same
-Gladiator
- Brute - same
- Charge - same
- Guard - now a sustain. one turn activate, 50 stamina. def bonuses scale with str
- Endurance - buffed slightly. 1.5 health / 0.75 stamina per level
-Thug
- Street Fighter - nerfed def bonus to half (+3). scales with cun
- Retaliate - same
- Penetration now a sustain. one turn activate, 50 stamina, +5-25% crit chance & APR
- New -Thug Life - based on unednding frenzy , +5 stamina per kill
- Genetics
- Natural Body - same
- Natural Focus - same
- Natural Resistance - same
- Natural Speed - same
- Executioner - still need one talent
- *Bloodshed - tweaked bleed damages and chance to hit. now 50% dmg, 5-25% chance
- New Sever - 3-15% to maim for 3 turns. 30% global speed reduction & -10% damage
- Execution - tweaked bleed damages. will not interfere with other bleeding (deep wound)
- Raider - only 30% finished, use at own risk! untested!
- Escape Options - carbon copy of step up
- Pillage - copy of respulsion from bulwark tree.
- Call of Zigur - same
Still to do:
- add 20% accuracy penalty on Brute (dual wield). maybe an even higher penalty, this guy puts out too much bump damage!
Have fun!
new stuff - well, alot
- player now starts with leather boots
- tweaked str and str-high requierments
- tweaked cun requirements
- tweaked wil requirements
- Executioner, locked. Can unlock before level 10
- Raider, locked. Cannot unlock until level 10 (very unfinished)
- Thug, Barbarian, Gladiator, Genetics about 99% finished. hopefully!
* = renamed talent
-Barbarian
- *Bash - same
- Butcher - same
- *Slaughter - bleed damage tweaked
- *Meat Spin - same
-Gladiator
- Brute - same
- Charge - same
- Guard - now a sustain. one turn activate, 50 stamina. def bonuses scale with str
- Endurance - buffed slightly. 1.5 health / 0.75 stamina per level
-Thug
- Street Fighter - nerfed def bonus to half (+3). scales with cun
- Retaliate - same
- Penetration now a sustain. one turn activate, 50 stamina, +5-25% crit chance & APR
- New -Thug Life - based on unednding frenzy , +5 stamina per kill
- Genetics
- Natural Body - same
- Natural Focus - same
- Natural Resistance - same
- Natural Speed - same
- Executioner - still need one talent
- *Bloodshed - tweaked bleed damages and chance to hit. now 50% dmg, 5-25% chance
- New Sever - 3-15% to maim for 3 turns. 30% global speed reduction & -10% damage
- Execution - tweaked bleed damages. will not interfere with other bleeding (deep wound)
- Raider - only 30% finished, use at own risk! untested!
- Escape Options - carbon copy of step up
- Pillage - copy of respulsion from bulwark tree.
- Call of Zigur - same
Still to do:
- add 20% accuracy penalty on Brute (dual wield). maybe an even higher penalty, this guy puts out too much bump damage!
Have fun!
Last edited by daftigod on Fri Jan 18, 2013 5:53 pm, edited 1 time in total.