Exploitable features as of 1.0.5

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Faeryan
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Re: Exploitable features as of 1.0.5

#16 Post by Faeryan »

Not going into a vault is a bug fix. Not being able to shadowstep to other side of a normal wall is nerf.
Looking at the description where it says "through the shadows" and "need to be able to see the target" while it's debatable I'm pretty sure the intended behavior isn't through the wall.

Sure it's a nerf, but don't think it like it was fine and now nerfed. Instead think of it like bugged and now fixed.

On a side note if Shadowstep is fixed like this I think the Cursed skill that goes through the walls should act the same.

Just to put things into perspective, I think there are four skills going through the walls: the two mentioned above both of which are quite spammable and include an attack on top. The other two are Dwarven racial and Probability travel, both of which don't have attack included and their cost is way higher than the other two.

Edit: Dwarf thing isn't costly, but it has 45 default cooldown and Probability travel has limit to how often it's used on top of hefty 200 mana sustain. Both of these are highest tier talents while Blindside is lower tier.
If Shadowstep gets this "nerf" I'd say blindside definitely needs the same.
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AlexanderR
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Re: Exploitable features as of 1.0.5

#17 Post by AlexanderR »

IMO, the intended behavior is to use Arcane Eye to "see" target and Shadowstep to it suddenly. If this was not intended, it just should be. Adding LOS limitation there is, basically, a waste of game mechanics. Crippled Rush replacement with damage conversion, but without ways to reduce cost/cooldown is not worth 4th position in the talent tree.

Tharsonius
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Re: Exploitable features as of 1.0.5

#18 Post by Tharsonius »

AlexanderR wrote:IMO, the intended behavior is to use Arcane Eye to "see" target and Shadowstep to it suddenly. If this was not intended, it just should be. Adding LOS limitation there is, basically, a waste of game mechanics. Crippled Rush replacement with damage conversion, but without ways to reduce cost/cooldown is not worth 4th position in the talent tree.
totally signed - some people actually play this game to have fun and shadowstep feels cool as it is - the shadowblade has little defense aside from timeshield and teleporting into a vault/unseen area is often suicidal even on normal.

while i agree that ambuscade is a boring skill which needs nerf, the shadowblade isnt among the easiest classes and got nerfed by the scaling changes on dual weapon trees already a little(offhand weapon damage is now max 87% while it was 10x-110% before, the attack skills all have lower multipliers now i think)

Doctornull
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Re: Exploitable features as of 1.0.5

#19 Post by Doctornull »

Yeah I'd really prefer to see Ambruscade replaced rather than Shadow Step nerfed because of Ambruscade.

Shadowblades don't get that many tricks as it is. Arcane Eye or Telepathy + Shadow Step is a fine, non-broken trick.
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Hachem_Muche
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Re: Exploitable features as of 1.0.5

#20 Post by Hachem_Muche »

I agree that Shadowstep is meant to work with Arcane Eye as a targeting method.

This is just part of a problem of inconsistent usability of certain (mostly melee) mobility skills between normal areas and vaults, though. It's no fun to have the extra hindrance of reduced mobility in one of the potentially hardest areas of the game.

I think a reasonable compromise would be to change the criteria for Shadowstep, Blindside, Dream walk, etc to check for both teleportability and projection (Do you have LOS to that spot?). Basically: if the target is in a normal spot, you can jump there with the normal targeting mechanics. If the spot is not teleportable, then you cannot move to that spot unless you have LOS to it. This would mean that you could Shadowstep or Blindside into a vault after you've opened it but then only to a spot inside that you could shoot at.
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Doctornull
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Re: Exploitable features as of 1.0.5

#21 Post by Doctornull »

Hachem_Muche wrote:Basically: if the target is in a normal spot, you can jump there with the normal targeting mechanics. If the spot is not teleportable, then you cannot move to that spot unless you have LOS to it. This would mean that you could Shadowstep or Blindside into a vault after you've opened it but then only to a spot inside that you could shoot at.
That sounds perfect to me.
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PureQuestion
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Re: Exploitable features as of 1.0.5

#22 Post by PureQuestion »

Honestly I think it'd be best if it were just coded to function as a proper teleport: No teleporting into vaults, at all, free reign to teleport elsewhere.

Currently, nothing classified as a teleport(blindside, phase door, dimensional step, etc) can enter a vault. Several things classified as jumps or dashes can (telekinetic leap, rush, ghoulish leap, etc). I think Shadowstep should just work as the former.

Tharsonius
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Re: Exploitable features as of 1.0.5

#23 Post by Tharsonius »

the solution from hachem_muche would be a little better imo as for casuals/beginners like me.. shadowstep is the most damaging attack the class has, flurry only gets better if buffed by greater weapon focus/flexible hands maybe or with high +phys dmg % - so the shadowblade wouldnt be able to use his best attack in vaults

i have played a shadowblade in 104 with i500 mod (so scaling changes already in effect) and okish but not uber equipment. autoattack damage is not like berserkers wyrmics arcane blades cursed who can 1hit critters even without using any skills - and his stamina is limited, he also doesnt have unstoppable or fungus tree

sure windblade is a nice new one and i dont know how the new stealth category works out - just my feedback here ;)

thx for all the development game is moving fast ATM

darkgod
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Re: Exploitable features as of 1.0.5

#24 Post by darkgod »

good idea, done
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