New Class Idea: Chromaticist

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

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Sirrocco
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Re: New Class Idea: Chromaticist

#61 Post by Sirrocco »

First, "Flee from persecution" is awesome, and I approve of it. Also, I have a way that I think woudl make it more awesome.

Everything's the same until you get to Zemekkys. There is no boss - he's just standing there int he ritual place (possibly its own, particularly small and monster-free level, in order to avoid the issues with monsters attacking Zemekkys). He tries to send you through... and a freak temporal spasm sends both you and he rocketing to a... different place - islands of rock, floating in the void. You are almost immediately assaulted by a temporal horror of some sort, and Zemekkys chooses the better part of valor, locking himself into a time prison. Once you destroy the anomaly, Zemekkys comes out of his prison, and is fascinated - it is a place outside Time, and it has all *sorts* of fascinating implications. First, though, it's time to send you onward, and then get back himself. Fortunately, certain of the aspects of this place make that easier to do properly, and once he goes back himself, he's pretty sure that enough experimentation will let him figure out how to return.

(this ties into the whole "one receives the story of the temporal mages slowly, over multiple characters" theme by showing the point where Zemekkys first encounters Point Zero.)

You could even potentially do some interesting things thematically with the arcane/temporal/blight idea - the time in the Temporal Rift could give more insight into the temporal side of things - then the teleport dumps the character into the crystal cave (which is nice for the number of non-moving enemies) and have them gain insight into blight for defeating the boss there. Arcane insight can be easily gained from visiting Angolwen, and Temporal insight for nonstandard starts from the temporal rift. I'm not sure what you'd *do* with the three forms of insight, other than a few interesting lore popups, but it could be a cool place to start for an apotheosis quest once one starts getting written (in much the same way that casting Blurred Mortality works for necromancers), or possibly open up one of the trees (add entirely, and possibly add as unlocked, rather than unlocking previously locked tree. Don't want confused people burning cat points on it unnecessarily)

The Revanchist
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Re: New Class Idea: Chromaticist

#62 Post by The Revanchist »

Sirrocco wrote:First, "Flee from persecution" is awesome, and I approve of it. Also, I have a way that I think woudl make it more awesome.
Based on the quality of your past ideas... My ears are open.
Sirrocco wrote:Everything's the same until you get to Zemekkys. There is no boss - he's just standing there int he ritual place (possibly its own, particularly small and monster-free level, in order to avoid the issues with monsters attacking Zemekkys). He tries to send you through... and a freak temporal spasm sends both you and he rocketing to a... different place - islands of rock, floating in the void. You are almost immediately assaulted by a temporal horror of some sort, and Zemekkys chooses the better part of valor, locking himself into a time prison. Once you destroy the anomaly, Zemekkys comes out of his prison, and is fascinated - it is a place outside Time, and it has all *sorts* of fascinating implications. First, though, it's time to send you onward, and then get back himself. Fortunately, certain of the aspects of this place make that easier to do properly, and once he goes back himself, he's pretty sure that enough experimentation will let him figure out how to return.
I like this idea. It is... fascinating.
Sirrocco wrote:(this ties into the whole "one receives the story of the temporal mages slowly, over multiple characters" theme by showing the point where Zemekkys first encounters Point Zero.)
Mhm... Pretty nice. For him, anyway. I doubt he'll even credit you for it...
Sirrocco wrote:You could even potentially do some interesting things thematically with the arcane/temporal/blight idea - the time in the Temporal Rift could give more insight into the temporal side of things - then the teleport dumps the character into the crystal cave (which is nice for the number of non-moving enemies) and have them gain insight into blight for defeating the boss there. Arcane insight can be easily gained from visiting Angolwen, and Temporal insight for nonstandard starts from the temporal rift. I'm not sure what you'd *do* with the three forms of insight, other than a few interesting lore popups, but it could be a cool place to start for an apotheosis quest once one starts getting written (in much the same way that casting Blurred Mortality works for necromancers), or possibly open up one of the trees (add entirely, and possibly add as unlocked, rather than unlocking previously locked tree. Don't want confused people burning cat points on it unnecessarily)
If I did this, it'd probably reveal the Cyan focus, Magenta focus and Yellow focus on reading the popup. Unlocked from the start. Would it be overkill to give them a free point in each?

Sirrocco
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Re: New Class Idea: Chromaticist

#63 Post by Sirrocco »

Balance is achieved in many ways. The part that I'd be more concerned with is that unlocking Angolwen requires an arcane unique item that you're willing to get rid of, and tackling the temporal rift (for those who aren't humans or elves) involves getting reasonably far into the game. If you have something that's supposed to be a basic utility function of the class (like controlling your damage type and comparative resource levels) you might not want it to wait that long for the unlock. (on the flip side, you might. It really depends on how you're designing the thing. The early temporal does offer a fairly significant early-game advantage for elves and humans, though).

Also, it seems awfully spoilers-mandatory. Consider - someone has built a brand new Yeek Chromaticist. First, he has to survive through the island without any of these powers. Now, one unlock requires Angolwen (which he can be reliably expected to visit at some point). The second requires the Crystal Caverns, and the third requires the Temporal Rift. It's possible that if he isn't feeling completionist, and doesn't know about the extra unlocks, he might skip both of those entirely.

Admittedly, throwing in some nice, broad hints as part of a quest might help. Hints int eh lore couldn't hurt, but can't be depended on - not everyone reads the lore.

As an alternate thought, include a lich-like power (ie, visible in a tree, but can't be accessed until certain conditions are met). Have the experience of each of the three types be either the requirement or the first requirement for unlocking it - and rather than doing the die/reborn thing, have it be a no-points-removed passive power that has notable positive and negative effects - preferably one that some plausible builds would find interesting and useful and appealing, and other plausible builds would wish to avoid like the plague.

event-granting smallish amounts of exp (if this can be done) might be appropriate, though. So could relatively small but permanent increases to each of the applicable resource pools (no more than about 10% of what you'd expect the capacity of low-level character to be.)

The Revanchist
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Re: New Class Idea: Chromaticist

#64 Post by The Revanchist »

Sirrocco wrote:Balance is achieved in many ways. The part that I'd be more concerned with is that unlocking Angolwen requires an arcane unique item that you're willing to get rid of, and tackling the temporal rift (for those who aren't humans or elves) involves getting reasonably far into the game. If you have something that's supposed to be a basic utility function of the class (like controlling your damage type and comparative resource levels) you might not want it to wait that long for the unlock. (on the flip side, you might. It really depends on how you're designing the thing. The early temporal does offer a fairly significant early-game advantage for elves and humans, though).
There is that to consider... I forgot that only Humans and Elves can be from the Sunwall. I think it's changable, but... It doesn't make much sense to.
Sirrocco wrote:Also, it seems awfully spoilers-mandatory. Consider - someone has built a brand new Yeek Chromaticist. First, he has to survive through the island without any of these powers. Now, one unlock requires Angolwen (which he can be reliably expected to visit at some point). The second requires the Crystal Caverns, and the third requires the Temporal Rift. It's possible that if he isn't feeling completionist, and doesn't know about the extra unlocks, he might skip both of those entirely.
Which would be unfortunate. They'd miss out on a lot.
Sirrocco wrote:Admittedly, throwing in some nice, broad hints as part of a quest might help. Hints int eh lore couldn't hurt, but can't be depended on - not everyone reads the lore.
True. So it would probably make sense to have it be very explicit.
Sirrocco wrote:As an alternate thought, include a lich-like power (ie, visible in a tree, but can't be accessed until certain conditions are met). Have the experience of each of the three types be either the requirement or the first requirement for unlocking it - and rather than doing the die/reborn thing, have it be a no-points-removed passive power that has notable positive and negative effects - preferably one that some plausible builds would find interesting and useful and appealing, and other plausible builds would wish to avoid like the plague.
Sounds more desirable than "THOU MUST GO HERE. AND HERE. AND YOU HAD BETTER HOPE YOU WENT THERE TOO."
I'm thinking of having two distinct "styles" within the class, if you will. One more focused on the Zoning, and another that... isn't. Almost like a well-built Necro, who can specialize in Minions, but lacks direct damage, or one who chooses Direct damage, but has to go solo. It'd be an interesting decision, but I don't know how compatible I want the choices to be.
Sirrocco wrote:event-granting smallish amounts of exp (if this can be done) might be appropriate, though. So could relatively small but permanent increases to each of the applicable resource pools (no more than about 10% of what you'd expect the capacity of low-level character to be.)
I don't know if that's possible. I'll have to see, won't I?
Perhaps, if we go with regeneration-boost, or whatever we settle on, I could make a hidden tree with 1 skill point max. Then when the quest is complete, it gives the relevant point automatically. That probably wouldn't be too hard.

This is unrelated, but does anyone know how to set talent icons? I've hit a bit of a roadblock there.

The Revanchist
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Re: New Class Idea: Chromaticist

#65 Post by The Revanchist »

Bump. :)

Fear not, I haven't abandoned this project. There has been (measurable) progress.

Right now, I'm working on talents and the whole "starting quest" mechanic. The latter of which is a very new occurrence, and probably won't take long. The former... I don't have the best handle on yet.

I've decided to include two classes, with rather different playstyles. I'm hoping this turns out to be a good decision. If anyone so desires, I can share the current ideas behind them, otherwise they'll be my secrets. :)

And... That's the status update.

EDIT: Nobody seems to like another of my ideas, Psionic Disruption. It's another of those "resource incompatibilites". Who doesn't love those?

malboro_urchin
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Re: New Class Idea: Chromaticist

#66 Post by malboro_urchin »

The Revanchist wrote:Bump. :)

Fear not, I haven't abandoned this project. There has been (measurable) progress.

Right now, I'm working on talents and the whole "starting quest" mechanic. The latter of which is a very new occurrence, and probably won't take long. The former... I don't have the best handle on yet.

I've decided to include two classes, with rather different playstyles. I'm hoping this turns out to be a good decision. If anyone so desires, I can share the current ideas behind them, otherwise they'll be my secrets. :)

And... That's the status update.

EDIT: Nobody seems to like another of my ideas, Psionic Disruption. It's another of those "resource incompatibilites". Who doesn't love those?
You must share your current ideas. I wish to know them. They are not to remain redacted.
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

The Revanchist
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Re: New Class Idea: Chromaticist

#67 Post by The Revanchist »

Heh...I suppose I'll have to redact elsewhere. But I shall spill the beans here.

Starting Quest
  • The game starts with a message about how tired you are of persecution, and that the Sunwall has nothing left for you. You want to leave, and you go to seek help with the one who can do just that; Zemekkys. The quest (and log) will tell you to talk to him.
    After that, you will meet again in a Secluded Forest (or cave, haven't decided). I have a... Surprise planned there. :)
    At the end of the Zone, you'll have to defeat a boss who appears, while Zemekkys "cheers you on". From behind a shield. That's pretty much it for the quest. Zemekkys is behind the shield, if that's unclear.
Chromaticist
The Chromaticist is more focused on mobility and direct damage.

Defining abilities include:

Code: Select all

Direct a beam at the target location in range x, dealing y damage to enemies passed through, and appearing at the target square (or on the nearest available square). Higher levels increase damage, and the number of jumps possible. Cooldown of ~6

Break apart the atomic bonds of the target, dealing massive damage. If the target is reduced to -25% life or worse, they detonate for the initial damage dealt, over a radius of x. Damage increases significantly with level, and radius increases slowly with level. Tiles affected by the detonation will deal Blight damage for x turns, and bypasses 50% Blight resistance. Cooldown of ~100 (maybe more, I'm not sure)

Illuminate the area in radius x, blinding enemies (power y). Radius scales with level, does not require line of sight. Cooldown of ~20. This attack is does not affect the caster, and is not range 0.

Target an uninhabited square in range 5, and create a copy of yourself there. The copy is identical, and takes half your remaining health, as well as all current status effects. The copy will not move or attack, but you can control it instead. The copy lasts for x turns, and if one of you is destroyed, the other continues to exist. Duration scales with level, and upon natural expiration, you will keep only the active copy. Cooldown of ~50.
And... That's it for now. The Chromaturg is next.

The Revanchist
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Re: New Class Idea: Chromaticist

#68 Post by The Revanchist »

Chromaturg

This is the one with Ichor. Also, the starting quest is the same for both.

The Chromaturg will focus more on debilitating the enemy with status zones, and is the less... Serious of the two classes.

Defining abilities include:

Code: Select all

Infuse yourself with your magic Ichor, attuning yourself to your Art. Gives you immunity to your attacks unless stated, but removes your health bar (or the nearest I can get). You are instead fueled by Chromatic energy. Also increases the maximum Chroma you can store.

Traps enemies in your chromatic zones, making them impassable. When the zones condense, enemies on the edge are freed. Higher levels decrease movement speed, and block projectiles.

Draw in all nearby chromatic energy, including the natural energy of nearby creatures, dealing damage and restoring Chroma. You are, however, unable to cast Chromatic spells for x turns. Time silenced decreases with level, as does range. At level 3, you project a shield of Chroma for 1/3 of the energy absorbed. Ichor raises this to 50%.

Conjure a weapon made of Ichor, dealing damage based on your spellpower. If you deactivate your spell, you can launch the weapon at a nearby target instantly, dealing 3 times weapon damage.
That's a sample, or dare I say, an inkling of the Chromaturg talents. I expect them to have serious mobility problems, if that isn't clear. :)
[/code]

Edit: Chromatic energy will react poorly with a Celestial bar, or an Equilibrium bar. I pity the one who tries to include all three. :)
I am also planning on including a specific resource for the Chromaticist, who would likely not "fit" with a Chroma bar (or three).

malboro_urchin
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Re: New Class Idea: Chromaticist

#69 Post by malboro_urchin »

I love it! I do think that cooldowns are a bit high. I personally prefer having at least two moves with short cooldowns, and I enjoy being able to cast at least something useful every turn.

Don't you think a 100 turn cooldown on an Arcane Vortex-ish effect is a bit much? It would just make resting take longer.
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

The Revanchist
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Re: New Class Idea: Chromaticist

#70 Post by The Revanchist »

malboro_urchin wrote:I love it! I do think that cooldowns are a bit high. I personally prefer having at least two moves with short cooldowns, and I enjoy being able to cast at least something useful every turn.

Don't you think a 100 turn cooldown on an Arcane Vortex-ish effect is a bit much? It would just make resting take longer.
I enjoy it too. The idea with the 100+ turn cooldown attack was akin to a nuclear detonation, though. I didn't think spamming that'd be fair, really. In any event, this is all going to be subject to vigorous testing. And as always, feedback is welcome.

malboro_urchin
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Re: New Class Idea: Chromaticist

#71 Post by malboro_urchin »

The Revanchist wrote:
malboro_urchin wrote:I love it! I do think that cooldowns are a bit high. I personally prefer having at least two moves with short cooldowns, and I enjoy being able to cast at least something useful every turn.

Don't you think a 100 turn cooldown on an Arcane Vortex-ish effect is a bit much? It would just make resting take longer.
I enjoy it too. The idea with the 100+ turn cooldown attack was akin to a nuclear detonation, though. I didn't think spamming that'd be fair, really. In any event, this is all going to be subject to vigorous testing. And as always, feedback is welcome.
Yeah, those two were meant to be taken as entirely separate comments. My bad.

Re: 100 turn cooldown: I'd suggest a mechanic based on kills, or based on the damage you take, or the damage you deal out, basically something, anything that isn't a cooldown, especially if you want to have flavorful/thematic/lore/fluff reasons to restrict an ability from being used too much. If it's just a cooldown, I'll hit 'R' again until I can detonate that warhead again, and then I"ll go ahead and detonate the warhead next encounter. If it's built up by some sort of relevant gameplay mechanic, the ability will become a lot more engaging to use.

Will Ichor be done Solipsism style, auto-learned at level 1 and cannot be unlearned?
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

The Revanchist
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Re: New Class Idea: Chromaticist

#72 Post by The Revanchist »

For the nuke: Good point. I don't want it to be the attack. Just a really good thing to use when it comes up. And you can survive it. :)

For Ichor: I think so. For the most part. It would be nice to not force them into it, on the other hand. But that'd be a lot more effort for a lot less result. So it will probably be Solipsism-esque.

malboro_urchin
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Re: New Class Idea: Chromaticist

#73 Post by malboro_urchin »

How about an Ichor ability (possibly second ability?) that, when you take damage, bleeds saturation zones that surround the enemy that hit you in a small radius? Ideally it'd be a sustain, either costless or with a small amount of ichor reserved, and it would drain ichor every time you took damage. The range that your bled ichor could travel to reach a distant enemy could increase with level up, as you could control the pressure of the ichor based on the distance from which you took damage. It sounds like it meshes with the 'mobility issues' that you want the Chromaturg to have, as saturation fields pop up just as enemies hit you while you stand there or make your slow one-space-a-turn escape. What do you think?
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

The Revanchist
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Re: New Class Idea: Chromaticist

#74 Post by The Revanchist »

malboro_urchin wrote:How about an Ichor ability (possibly second ability?) that, when you take damage, bleeds saturation zones that surround the enemy that hit you in a small radius? Ideally it'd be a sustain, either costless or with a small amount of ichor reserved, and it would drain ichor every time you took damage. The range that your bled ichor could travel to reach a distant enemy could increase with level up, as you could control the pressure of the ichor based on the distance from which you took damage. It sounds like it meshes with the 'mobility issues' that you want the Chromaturg to have, as saturation fields pop up just as enemies hit you while you stand there or make your slow one-space-a-turn escape. What do you think?
It's a clever turn-around. I'll definitely have it under consideration.


In other news, the starting quest is anywhere from 55 to 75% complete. The low estimate is because of the mini-hell I just created. Nothing but an inescapable black void. The important thing is that it works though. Just not the right way yet.

Sirrocco
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Re: New Class Idea: Chromaticist

#75 Post by Sirrocco »

"Good thing to use when it comes up" suggests to me something that's available briefly, under specific circumstances.

Example: Every time (X) happens, there's a (scales with talent level) chance of getting a brief (1-3 turns, maybe) buff. You cannot cast the spell without the buff. When you use the spell, the buff is consumed.

X could be on kill, on spellhit, on damage dealt - any of a wide variety of things, really. It would depend on exactly how you wanted to fluff it, and what sorts of tactical implications you wanted it to have.

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