guaranteed psychoport torque

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wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

Re: guaranteed psychoport torque

#16 Post by wobbly »

donkatsu wrote:Second, if you think psychoport torques are game-changingly good, then it seems to me that rather than make it guaranteed, it should be made weaker or its competitors should be made stronger. I do think it is far and away the best non-artifact tool to be wearing, only because removing 2 poisons or blocking 13 fire and cold damage for 6 turns are basically worthless. Making an obvious choice (wear the psychoport torque) guaranteed just further obsoletes the alternatives.
While I'd take a psychoport torque over the other options, the other tools are far from useless:
Cure poison will save an escort or the yeek wayist under many situation.
Thermal torques are great for rogue trapers early on. (also skele-mage vaults)
A quiet charged torque makes Urkis a cakewall.
Rushing totems give melee another closer
A warded torque/wand/totem + a greater staff of greater warding stacks up to 5 wards in some elements
wands of detection have obvious uses
thorny skin is great for rogues early on

I do agree psychoport shouldn't be guaranteed. There are other mobility options for antimagic. They may not be as a good, but sometimes you have to make do with what you've got.

Amphouse
Thalore
Posts: 186
Joined: Mon Feb 04, 2013 9:31 pm

Re: guaranteed psychoport torque

#17 Post by Amphouse »

wobbly wrote: A quiet charged torque makes Urkis a cakewall.
Did you just call Urkis a Cakewall!? :shock:

But kidding aside, I agree with everyone here that no equipment should be "guaranteed". A huge part of the game is dealing with the cards you get. Plus antimagic certainly doesn't need a buff.

wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

Re: guaranteed psychoport torque

#18 Post by wobbly »

Amphouse wrote: Did you just call Urkis a Cakewall!? :shock:
Hmm... must have been hungry. Damn it, I want a cakewall now.

nate
Wyrmic
Posts: 261
Joined: Fri Jan 18, 2013 8:35 am

Re: guaranteed psychoport torque

#19 Post by nate »

Yeah, I probably didn't express myself particularly well, I do that :)

I wasn't saying that once you do this, making all equipment available inevitably follows. I was saying that there are cumulative effects to doing things according to these principles, cumulative effects that aren't as apparent when examining small, individual changes. To support that, I was trying to say that making all equipment available in every game works along the same principle, but the larger effect of the change makes it easier to see that there are drawbacks to pursuing that principle.

If you want to accuse me of fallacious thought, you can still tell me it was an invalid analogy, that making all equipment available is not something that is done for the same reasons, with the same effects, only magnified; or you can argue that this is situation where the scale of the change alters the nature of the change. Either is a matter with the potential for valid argument.
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

CaptainTrips
Wyrmic
Posts: 227
Joined: Thu Mar 10, 2011 9:10 pm

Re: guaranteed psychoport torque

#20 Post by CaptainTrips »

ToME has already gone a long way towards eliminating most of the extreme contingency that plagues many RLs. There are very very few cases of instant, unavoidable deaths for experienced players, and one can generally get pretty much any 'normal' (i.e. no challenge build) character up to level twenty or thirty on normal difficulty without any great problems. This is generally a good thing, and leads to a more enjoyable gaming experience for many (and for the others, there's always Nightmare and Insane). But what's at stake here is a more extreme case of eliminating all but the most trivial of contingencies from the gaming experience, based on the strange idea that the game somehow 'owes' players easy access to certain bonuses if they are to exist in the game at all. (See especially the discussions on suggested escort overhauls and mindstar/staff mastery training.) Changes like this could be argued to add 'choice', but they do so by an ever-increasing homogenization of the game. Why should every conceivable build be easy to execute? Shouldn't specialty builds require special playing? In the days of ToME 2, it was explicitly stated that some character builds and race/class combinations would lead to an extremely challenging and perhaps impossible to beat game. I think this was more logical, realistic and intriguing than the alternative of striving for perfect balance and universal accessibility. What's special about a winning roguelike lightsaber wielding AM ghoul reaver if everyone has one? What's special about a psychoport torque if it's guaranteed to drop? Not much.

Sorry for ranting.

skein
Halfling
Posts: 107
Joined: Mon Aug 13, 2012 12:03 am

Re: guaranteed psychoport torque

#21 Post by skein »

Well fixing the psionic shield one is trivial. It just needs to be always on. Not sure why you have to activate it in the first place.

The healing and thorny skin should be combined. The thorny skin part could then be cut in half. The healing should be percentage based. (say 15% of max per tier)

Need a new digger that has stone door as an activatable and it should be arcane :p

Oh, and the blink boots are just silly. They should either have hack and back(after hack and back gets fixed) or they should have one of the psi or chronomancy moves. The instant short range hop or the the takes a turn long range hop, but in either case it needs to be targetable.

Speed boots should further more give you an activation similar to a movement infusion.

Amphouse
Thalore
Posts: 186
Joined: Mon Feb 04, 2013 9:31 pm

Re: guaranteed psychoport torque

#22 Post by Amphouse »

skein wrote:Well fixing the psionic shield one is trivial. It just needs to be always on. Not sure why you have to activate it in the first place.

The healing and thorny skin should be combined. The thorny skin part could then be cut in half. The healing should be percentage based. (say 15% of max per tier)

Need a new digger that has stone door as an activatable and it should be arcane :p

Oh, and the blink boots are just silly. They should either have hack and back(after hack and back gets fixed) or they should have one of the psi or chronomancy moves. The instant short range hop or the the takes a turn long range hop, but in either case it needs to be targetable.

Speed boots should further more give you an activation similar to a movement infusion.
Ummm...did you post in the wrong thread? EDIT: nevermind.
Last edited by Amphouse on Sun Mar 10, 2013 8:16 pm, edited 1 time in total.

Crim, The Red Thunder
Sher'Tul Godslayer
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Re: guaranteed psychoport torque

#23 Post by Crim, The Red Thunder »

He was continuing the conversation that no tool is worth wearing over a psychoport. Those were his suggestions to make the other tools more competitive.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
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nate
Wyrmic
Posts: 261
Joined: Fri Jan 18, 2013 8:35 am

Re: guaranteed psychoport torque

#24 Post by nate »

Alternatively, you could make psychoports less powerful, probably by altering their range. As it stands, a torque of psychoportation is clearly best for most anti-magic characters, and there is little to differentiate one torque from the next.
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

TheRani
Archmage
Posts: 321
Joined: Sun Jan 16, 2011 7:25 pm

Re: guaranteed psychoport torque

#25 Post by TheRani »

nate wrote:Alternatively, you could make psychoports less powerful, probably by altering their range. As it stands, a torque of psychoportation is clearly best for most anti-magic characters, and there is little to differentiate one torque from the next.
I often use the mind blast ones, myself. Don't usually bother with the other torques though, aside from psychoport.

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

Re: guaranteed psychoport torque

#26 Post by tylor »

You are always get trapped in corridors, especially by summoners (Heart of the Gloom boss, Master, Sandworm Queen). Unless your class has some innate teleporting ability, this is often certain death. So, optimal way for AM character is to start-scum until there is a psychoport in Shatur or Zigur.
I wish there were some addon that guarantees removes this start-scumming necessity.

CaptainTrips
Wyrmic
Posts: 227
Joined: Thu Mar 10, 2011 9:10 pm

Re: guaranteed psychoport torque

#27 Post by CaptainTrips »

Then you should try your hand at making one! It wouldn't be too hard to make a psychoport torque part of the reward for the AM initiation. Read the wiki page on addons (definitely in need of updating/expansion, but still informative), then (more importantly) jump on IRC: http://mibbit.com/#tome@irc.rizon.net and start asking questions. It's easier than you think and you'll have fun doing it too; plus there are probably others out there who would be thankful for such an addon.

Planetus
Archmage
Posts: 346
Joined: Sat Jun 23, 2012 8:44 pm

Re: guaranteed psychoport torque

#28 Post by Planetus »

I don't think psychoport is really that critical for most AM builds. Nice, yes, but between movement infusions, several class talents, and numerous artifact abilities, getting away isn't a problem as long as you aren't surrounded.

[rant]I would actually say that stabilizing runes/infusions would be much better. At the moment, I seem to find about 60-80% of them without a stat mod, which limits their appeal. On top of that, the stores tend to have even fewer stat mods and the bulk of the runes/infusions taken up by one or two types. If you're looking for a good regeneration infusion for a wyrmic (STR or WILL), it can take forever. The odds of finding a warrior's or psychic's regeneration infusion of any kind are in a store are poor. They'll probably all be wild or sun infusions, and if you do find a regeneration or even healing infusion it'll probably be a wizard's infusion. The only reason I find much of anything is because I find a lot more runes and infusions in dungeons than I do in stores. It's even worse for a good shielding rune, since there seem to be only two stores that sell them.[/rant]

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

Re: guaranteed psychoport torque

#29 Post by tylor »

Planetus wrote:I don't think psychoport is really that critical for most AM builds. Nice, yes, but between movement infusions, several class talents, and numerous artifact abilities, getting away isn't a problem as long as you aren't surrounded.
Problem is, if you are AM melee-range class, you will most likely will be, with the first non-optional boss (Master).

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

Re: guaranteed psychoport torque

#30 Post by HousePet »

Knockback attacks would also work.
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