Let's Discuss: Bathe in Light

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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StarKeep
Uruivellas
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Re: Let's Discuss: Bathe in Light

#16 Post by StarKeep »

Well, if we're getting weird...

What if, it raised your health cap to 160% for a few turns, allowing you to stack up health. This would change it's heal boosting effect, to a strait up health boosting effect.
Afterwards, any excess health would decay at a rate of 15% of your max health, while outputting 50% of the bonus amount amount in the area around you as a regeneration effect to allies, and a damage effect to enemies.

Bathe your allies in holy light, while crushing your enemies with divine wrath.


Or, you know, make it instant cast because this alters the very idea of the skill.
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SageAcrin
Sher'Tul Godslayer
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Re: Let's Discuss: Bathe in Light

#17 Post by SageAcrin »

The difference between my suggestion and that one is twofold.

A: It takes like ten lines to code, or so, in my case.

B: It basically functions the same way. Indiscriminate defensive area effect technique. It just makes it a bit more interesting/better at it.

lukep
Sher'Tul Godslayer
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Re: Let's Discuss: Bathe in Light

#18 Post by lukep »

I used Bathe in Light on this Sun Paladin quite effectively. It scales much more quickly than other talents, making it very effective at talent level 5-7. I wouldn't mind something being done to it, but I don't think it needs a straight buff.
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SageAcrin
Sher'Tul Godslayer
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Re: Let's Discuss: Bathe in Light

#19 Post by SageAcrin »

Sounds like the instant idea is still the simplest one that's been had, then.

DragonMasterHawk
Wayist
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Joined: Sat Dec 25, 2010 12:46 pm

Re: Let's Discuss: Bathe in Light

#20 Post by DragonMasterHawk »

Making it instant would certainly improve its power in a combat setting, but it would remain (perhaps even moreso than now) as a predominately one-point wonder used to auto-generate positive while out of combat.

My intent was never really to buff Bathe in Light, per se (although it could probably use it), but rather try to fix what I believe to be a much more defining problem with the Celestials and their resource(s).

There are a few ways to accomplish this that I can see:

1. Make it a non-active skill with a positive-generating mechanic that requires combat (my solution)
2. Make Celestials feel like they don't *need* to generate positive out of combat (the "let's just make it mana" approach)
3. Make Bathe in Light so strong with such a long cooldown that it would be criminal to have it on cooldown when a battle begins (this is exactly what Providence is)

So, to me, this is about the Positive resource in general just as much as it is about Bathe in Light.

HousePet
Perspiring Physicist
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Re: Let's Discuss: Bathe in Light

#21 Post by HousePet »

Changing Bathe In Light because the resource management is fiddly, is a terrible reason for doing so.
SageAcrin wrote: Don't change anything about it on base. Instead, add the following; Have it try to apply a two turn Damage Shield on everything in its radius every turn it's active, for the same defense value as its healing, on the living. For undead, don't let them get the barrier, and have it additionally produce a Burning effect for three turns, that does the healing damage/3 each turn.

This doubles the damage mitigation...both for you, and for your enemies. It's in the same category as Barrier, so this still makes its role secondary(Good, as Celestial/Light is already a strong category). And it's a lot more fun, and you can always cancel a Damage Shield so there's no possible downside to the change. And it's a more interesting thing to use against large crowds of undead, as it does vaguely noticeable damage then.
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eronarn
Thalore
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Re: Let's Discuss: Bathe in Light

#22 Post by eronarn »

Bumping this because I'm playing a Skeleton Anorithil on Nightmare and it bums me out that this talent is still bad/useless. So what about:

Suggestion 1: A targetable AOE DOT that deals low damage and only affects undead/demons, but bypasses damage shields. No healing or healing boost.

Suggestion 2: A positive energy sustain that does one or two of:
  • Boost your healmod
    Increase friendly healmod
    Damage undead/demons when you heal
    Reduce undead/demon heal mod
    Interfere with Undead/Demon talent categories
    Damage shield piercing for light damage
    Increase range of Celestial/Sun talents
with one of these restrictions:
  • Only works when adjacent
    Only works in your light radius
    Only works in your light radius AND adds light radius
Suggestion 3: Just replace it entirely. Maybe a targeted (touch range?) ability to remove diseases/poisons (and/or curses/hexes)? Still helps saving escorts, but isn't fiddly healing you have to block them into a corner for.

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