Second "racial" generic tree

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Strongpoint
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Re: Second "racial" generic tree

#16 Post by Strongpoint »

Doctornull Core of the idea is to allow more, usually impossible builds (like casters with mobility) , make races differ more and make generic trees more available. Many generic trees are available to one or two classes, not generic enough for me. Your proposal just adds racial abilities, not fun for me


On my current Berserker a cat point bonus to Conditioning is ungodly.
I think you wasted a category point. Can't see how you could got anything 'ungodly'. Can you share numbers?

I insist that +0.1 to basically every generic tree is a cosmetic buff. +0.2 is not much better either
Like you said mobility for a rogue is a cat point. Think of a lv 1 cat point on a non-Cornac.

Getting the bonus later won't make the early game quite as easy.
OK, let's see, under my proposal, halfling rogue got an access to mobility... And has a choice to spend a cat point to unlock it on LVL10 or LVL20 (I hope you agree that LVL36 is not an early game?)
That means not taking something from the list: boosting stealth, combat techniques, poisons, infusion slot, escort trees, fungus, harmony... How is that making the game much easier?

Faeryan
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Re: Second "racial" generic tree

#17 Post by Faeryan »

Strongpoint wrote:Doctornull Core of the idea is to allow more, usually impossible builds (like casters with mobility) , make races differ more and make generic trees more available. Many generic trees are available to one or two classes, not generic enough for me. Your proposal just adds racial abilities, not fun for me


On my current Berserker a cat point bonus to Conditioning is ungodly.
I think you wasted a category point. Can't see how you could got anything 'ungodly'. Can you share numbers?

I insist that +0.1 to basically every generic tree is a cosmetic buff. +0.2 is not much better either
Like you said mobility for a rogue is a cat point. Think of a lv 1 cat point on a non-Cornac.

Getting the bonus later won't make the early game quite as easy.
OK, let's see, under my proposal, halfling rogue got an access to mobility... And has a choice to spend a cat point to unlock it on LVL10 or LVL20 (I hope you agree that LVL36 is not an early game?)
That means not taking something from the list: boosting stealth, combat techniques, poisons, infusion slot, escort trees, fungus, harmony... How is that making the game much easier?
Ahh, right, so you meant just giving access to the tree for Halflings? I assumed it would be accessed AND unlocked. In that case it would be totally fine. IIRC Marauders start with Mobility unlocked so Halfling Marauders would get the "unfair advantage" in this case.

In general what I meant is that with right race/class combo you could create really powerful characters. Caster with Mobility sure is interesting, but a Marauder with extra proficiency in Mobility I would kill for, especially if I'd get it in the beginning instead of working for it, for example: "you've trained your mobility so hard you gain extra proficiency with it" when player evades enough attacks, in which case opening the thing is trivial and inevitable yet it wouldn't give that big a perk for starting character.
Stronk is a potent combatant with a terrifying appearance.

Mewtarthio
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Re: Second "racial" generic tree

#18 Post by Mewtarthio »

Except early game you've got pretty low raw talent levels, so I don't see how a mastery boost is much help there. Could you point out exactly what sort of early game build you were thinking of that would be so broken?

Strongpoint
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Re: Second "racial" generic tree

#19 Post by Strongpoint »

Mayfair, Made LVL20 maradeur, maxed dexterity

Maxed all mobility talents, and made some testing with adding 0.2 mastery

Hack and Back - 1.3 mastery : 108% damage\4 squares 1.5: 113%\ 5 squares
Mobile defense - +47% defense and +36% armor hardiness becomes 50%\40%
Light on foot - 1 stamina regen and 9.6% fatigue reduction become 1\10.9%
Strider - 12% movement speed\5 turns cooldown reduction becomes 14%\5 turns

Changes are barely noticeable. What are you wanting to kill for?

Same for conditioning (with maxing con)
Vitality: -56% duration of poisons\9.65 life regen\ +23% healing boost\8turns becomes -60%\10.22\24%\8

Got bored to test further, first talent is enough to show that conditioning wouldn't get serious boost either

Doctornull
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Re: Second "racial" generic tree

#20 Post by Doctornull »

Strongpoint wrote:Doctornull Core of the idea is to allow more, usually impossible builds (like casters with mobility) , make races differ more and make generic trees more available. Many generic trees are available to one or two classes, not generic enough for me. Your proposal just adds racial abilities, not fun for me
Sounds like what you want is not really racial, but a way to train unusual Generic trees on an arbitrary character.

Why not just have the stores in Last Hope sell training for (but not unlock) the Generic trees you want? That would be balanced, too, since you'd have to sacrifice a whole cat point to get in.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Strongpoint
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Re: Second "racial" generic tree

#21 Post by Strongpoint »

Sounds like what you want is not really racial, but a way to train unusual Generic trees on an arbitrary character.
I want one new thing that will make races differ more without creating more race specific talents\equipment\prodigies\resistances\abilities.
Why not just have the stores in Last Hope sell training for (but not unlock) the Generic trees you want?
Because this is just boring and will make all characters more similar to each other... Something directly opposite to what I'd love to see

Doctornull
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Re: Second "racial" generic tree

#22 Post by Doctornull »

Strongpoint wrote:
Why not just have the stores in Last Hope sell training for (but not unlock) the Generic trees you want?
Because this is just boring and will make all characters more similar to each other...
That doesn't follow at all, but whatever.

Good luck with your project!
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Faeryan
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Re: Second "racial" generic tree

#23 Post by Faeryan »

Strongpoint wrote:Mayfair, Made LVL20 maradeur, maxed dexterity

Maxed all mobility talents, and made some testing with adding 0.2 mastery

Hack and Back - 1.3 mastery : 108% damage\4 squares 1.5: 113%\ 5 squares
Mobile defense - +47% defense and +36% armor hardiness becomes 50%\40%
Light on foot - 1 stamina regen and 9.6% fatigue reduction become 1\10.9%
Strider - 12% movement speed\5 turns cooldown reduction becomes 14%\5 turns

Changes are barely noticeable. What are you wanting to kill for?

Same for conditioning (with maxing con)
Vitality: -56% duration of poisons\9.65 life regen\ +23% healing boost\8turns becomes -60%\10.22\24%\8

Got bored to test further, first talent is enough to show that conditioning wouldn't get serious boost either
Free % Bonniers on skills I use all the time on my Marauder and/or Berserker. What's not to like?

Halfling Marauder and Dwarf Berserker are pretty default race/class combos and you want to give people one more reason to roll just that race for that class. Soon all the Berserker chars on the char vault will be dwarves.
If you'd really want to create diversity you could allow all the races one unusual tree at the cost of their own racial mastery.
Just an example a Yeek would be able to gain access to Conditioning at mastery level 1.0 by sacrificing 0.5 mastery in their racial tree. Not sure if the numbers are fair but it's just an example.
This could be explained so that one member of the race has abandoned their traditional ways and are striving for another direction in their life.
Stronk is a potent combatant with a terrifying appearance.

Strongpoint
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Re: Second "racial" generic tree

#24 Post by Strongpoint »

Free % Bonniers on skills I use all the time on my Marauder and/or Berserker. What's not to like?
I never said it should be disliked. I say it's too small to change things much.
Soon all the Berserker chars on the char vault will be dwarves.
I repeat, it's too small to really matter. That's just nonsense that people will suddenly stop playing berserkers of other races because they got bonus that adds something like 0.05% to the total character effectiveness

In fact I think it will encourage using other races but dwarves. Because locked 1.0 mastery trees matter more than microbonus to other tree. Yeek Berserker with option to use cat point for Mentalism, Halfling berserker with option for Mobility and so on are more interesting than default yeek berserker\halfling berserker\x berserker

You see, if race gets generic tree but that generic tree is already granted by a class... That race becomes less attractive for that class. And + to mastery will do little to change that


But that's rather pointless discussion :) Idea failed to attract interest from DarkGod or addonmakers

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