Oozemancer thoughts

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

Oozemancer thoughts

#1 Post by donkatsu »

There's no question that Oozemancers are the new Solipsist right now, and when Mindstar Mastery gets fixed they're just going to be even stronger. Here are some suggestions for the class:

Lower Slime Roots range to 4 + TL/2
There aren't a lot of talents that let you teleport through walls because it is an extremely powerful effect. Those that do have major weaknesses: Teleport has a large exit radius, Wormhole requires an extra turn to move onto it, Gem Portal requires you to be adjacent to a wall. Slime Roots, instead of having weaknesses, is perfect AND it resets cooldowns. Dimensional Step got nerfed because it was similar, except without the cooldown reset feature. By lowering the range, players will want to position themselves closer to walls in order to make use of their "get out of jail free" card.

Adjust Nourishing Moss heal rate to 70 + 5 * TL
All of the moss talents scale well already (damage, radius, duration) that it's a no brainer to get 5/5 if you're going to use it at all. At 5/5, Nourishing Moss was healing me for over 200 health per target, which seems a bit much considering that on a crit it's also permanent.

Lower Slippery Moss fail rate to 20 + 4 * TL and cap at 50%
It's like a confusion that bypasses confusion resistance, stacks with real confusion, and goes much higher than regular confusion (I got up to 68% failure rate), and is also permanent. Would be sensible to at least cap it at 50% like confusion.

Buff Mitosis in some way- have more talent levels increase spawn chance/ disallow Call of the Ooze to bypass max health/ have a minimum starting health, or something. Right now there's little point in getting more than 1/5, since Mitosis accounts for a small fraction of your Bloated Oozes (most of them come from Call of the Ooze).

Lower Bloated Ooze and Reabsorb's damage resistance to 40%.
It's permanent at 5/5, and with just this and Thick Skin you nearly hit the resist all cap. It does conflict with wild infusions, which is a nice touch, but still too strong at its current 50%.

Lock a tree, or add a new locked tree.
After unlocking Oozing Blades and maxing out on inscription slots, I didn't know what to do with the last category point so I just sank it into Moss. I had too many sustains to also get Acidic Soil, and Zigur unlocked Fungus for me. I'd say lock Moss, but then the early game with all those poison-immune elementals/undeads/snow giants would get a little awkward. Or Call of the Wild, but not having equilibrium recovery on rest is such a pain. Slime is out of the question because it has your early spammable talent, and Ooze and Mucus are interesting together.

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

Re: Oozemancer thoughts

#2 Post by SageAcrin »

Sounds fair to me.

I can't speak on their power levels, but those all feel reasonable as changes.

I'd say lock one of their Generic categories, but none of them are particularly good options...leaving a class with three base Class categories is a bit problematic, as players could literally end up(with poor play, admittedly) with unassignable Class talents, so three is a bit low. So that's kinda hard to do. New category would be best, probably.

Vanir
Cornac
Posts: 33
Joined: Sat Jun 02, 2012 12:43 am

Re: Oozemancer thoughts

#3 Post by Vanir »

Nerf Mucus a bit (damn i love that talent) and make it do acid damage.
This way you actually have a reason to take the acid tree and the direct damage output is somewhat lowered cause damage stacking is less effective. Maybe make all non dots also do acid damage so youre forced to decide between dots and direct damage. Atm you have both and poison immune things just get nuked. (this also means removing/altering Acid Beam(?))

The problem with Bloated Oozes mainly is that the AI has no idea what to do and that they work always when you have free space around you/your foes. I dont think it checks if it can hit multiple targets with a single spell. Maybe just remove the 50% damage resistance and/or alter them so they heal you for their max hp when they die and make the AI focus on the Oozemancer.

This way the oozes can get "wasted" - atm you always get the benefit (functional immortality). If enemies focus on you you have to think tactically and put the bloated oozes between them and you so theyre forced to attack them. Maybe allow Oozewalk to target your oozes as well.

Also the AI should be aware of things like mucus/moss covered floor. Casters at least should try to run away.

Last but not least the equilibrium recovery of mucus really needs to be lowered. Oozemancer spells already use low equilibrium and im pretty sure there is not a single talent you can cast that uses more than mucus recovers.

Not related to Ooozemancer: Aura of Silence has a ridiculous radius at lvl 5 and is just way too effective.

Parcae2
Uruivellas
Posts: 709
Joined: Sat Jan 14, 2012 12:02 am

Re: Oozemancer thoughts

#4 Post by Parcae2 »

Having just died to a level 10 Oozemancer rare that inflicted a 90/turn poison on me, I feel that the class definitely needs to be fixed.

adrian
Wayist
Posts: 27
Joined: Tue Jan 08, 2013 12:40 am

Re: Oozemancer thoughts

#5 Post by adrian »

Oozemancer NPCs are completely insane, every single time I meet them on an escort quest they kill the escort before I can do anything about it. Early levels the bouncing bolt can kill escorts in a single attack which actually makes it a severe disadvantage to keep the escort in your sight and nearby. What the hell kind of choice is that? Late game they drop so many huge AoE highly damaging spells that even when I kill the Oozemancer before the escort is gibbed, it dies walking through the poison while I watch helplessly since I was stupid enough to not be a class that gets Nature's Touch.

Ritz
Cornac
Posts: 41
Joined: Sun Jan 27, 2013 4:31 pm

Re: Oozemancer thoughts

#6 Post by Ritz »

Oozemancers might be imbalanced, but at least they let me finally beat the game for the first time :) And despite playing roguelikes for years, I only managed to beat one now, with the introduction of Oozies. I guess that also speaks a lot about the lack of balance here... But anyway, yeah, Call of the Ooze was my immortality button, I don't remember anyone paying attention to me when there were some slimes summoned. Only 7 turns CD on the Call gives you a permanent army of blood-thirsty slimes who won't stop before anything in order to do their master's will... at least until the next batch is summoned. I managed to beat the last boss even though I lost 10 points in both Wil and Cun due to a bug. I guess the class would be much more challenging were the cooldown on the Call twice/thrice as long.
Last edited by Ritz on Mon Mar 18, 2013 10:01 pm, edited 1 time in total.

ohioastro
Wyrmic
Posts: 202
Joined: Thu Jan 20, 2011 4:32 am

Re: Oozemancer thoughts

#7 Post by ohioastro »

I would suggest that new classes be made rare encounters until balanced.

Oozemancer NPCs are making the rest of the game rough in this version.

Moander
Halfling
Posts: 88
Joined: Fri Jan 06, 2012 11:48 am

Re: Oozemancer thoughts

#8 Post by Moander »

I agree.

I just finished Arena mode on the first try.
http://te4.org/characters/9027/tome/83f ... 255f7ab25b

The final fight lasted about 5 turns. During 60 rounds my hp never went below 50%. Heck, in most rounds I just fired of a Acid splash and sat quietly in a corner watching the slaughter.
Last edited by Moander on Wed Mar 20, 2013 7:02 am, edited 1 time in total.

tylor
Wyrmic
Posts: 285
Joined: Thu Mar 07, 2013 5:18 am

Re: Oozemancer thoughts

#9 Post by tylor »

Just encountered a slime in Daikara. Level 25 (i'm 14). Spits 44x11 turns acid splash first time it sees me. Not rare or anything, usual NORMAL oose, red border and all. And it MULTIPLIES.

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

Re: Oozemancer thoughts

#10 Post by SageAcrin »

Poisonous Oozes have been doing that for a while now.

They really need scaling levels on Spores, instead of fixed L5. I actually fixed that in the critter tweaks stuff, IIRC.

Umbrall
Thalore
Posts: 153
Joined: Sat Feb 23, 2013 7:53 pm

Re: Oozemancer thoughts

#11 Post by Umbrall »

Oh. I was just glancing over the mosses since you mentioned their being permanent on crit and I noticed something. The duration crits with spell crit not mind crit (damage is fine though)

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