Arcane v Antimagic; Problem & Solution?

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HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcane v Antimagic; Problem & Solution?

#16 Post by HousePet »

There do seem to be loads of mindpower artifacts. Mindstartifacts everywhere.
Would be interesting to draw up a huge table and place all the artifacts on it, to see what the spread is like.
I think there is slightly too much synergy between psionics, nature and antimagic. They all use mindpower.

Minor note: Con is not super useful and Penitence is a Shaloren made staff. :P
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Arcane v Antimagic; Problem & Solution?

#17 Post by donkatsu »

Black Robe is worth like 3 mindpower artifacts. Lost Staff of Archmage Tarelion by itself is like 2 mindstar artifacts. I mean yeah, there are a lot of mindpower artifacts but the good spellpower artifacts are SO good once you get them that it ends up balancing out in my opinion.

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

Re: Arcane v Antimagic; Problem & Solution?

#18 Post by bricks »

One solution is to add a few more utility runes. Perhaps some that aren't completely covered by antimagic/related trees. The only rune that I find myself consistently wanting is Shielding.
Sorry about all the parentheses (sometimes I like to clarify things).

HousePet
Perspiring Physicist
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Joined: Sun Sep 09, 2012 7:43 am

Re: Arcane v Antimagic; Problem & Solution?

#19 Post by HousePet »

Are invisibility or vision runes useful? I've never used them.

We could add a couple more taints in. Antinature runes would be interesting and not symmetric.
My feedback meter decays into coding. Give me feedback and I make mods.

Frumple
Sher'Tul Godslayer
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Joined: Sat May 15, 2010 9:17 pm

Re: Arcane v Antimagic; Problem & Solution?

#20 Post by Frumple »

Vision ones are occasionally useful in a few situations, but, ah. I never use them anyway.

The damage malus on invis is just gigantic, so... never use those, either. Conceptually, against something with no see invis, it'd be a few rounds of free turns (and that's no small thing, really), but considering you'd be doing 30% damage the whole time unless you're adding debuffs of some sort along with it, it's just... hard to justify for an inscription slot. Especially when there's plenty out there that do have see invis, and basically turn the inscription slot into something not just useless, but actively and entirely detrimental. Which is just... yeah. No. It's almost as bad as uncontrolled PD runes.

I definitely want WB's devourer taint. Critter should totally drop that. More taints also good!

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

Re: Arcane v Antimagic; Problem & Solution?

#21 Post by bricks »

Invis is good for scouting, though the invis vs. whatever checks are so mysterious that I never know when I can reliably use one to escape.
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: Arcane v Antimagic; Problem & Solution?

#22 Post by SageAcrin »

Invis is pretty amazing and I don't think the damage is an issue on the Invis Runes.

The healing block, on the other hand, is overkill and makes them go from a viable escape/offense option to "Oh.". That should really be removed.

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