Mindslayer changes

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

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yabluchko
Wayist
Posts: 24
Joined: Thu May 10, 2012 7:48 pm

Re: Mindslayer changes

#16 Post by yabluchko »

you can dual wield mindstars and get mindstar mastery or you can pump strength, weapon mastery (due to Augmentation mindslayer can have more strength than berserker) and wield another two-hander in hands. or you can wield one-hander and shield for survivability.

Also i think it would be good do have different weapon speeds for tk weapon: make one handed weapons to hit faster, that will make weapon choice for tk slot more interesting. And it will allow to solve balance issues if damage ends too high. But i do not know how to implement it :)

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Mindslayer changes

#17 Post by HousePet »

Have spent some time looking at each talent carefully.
These are my initial suggestions for the class.

Change to use combatTalentMindDamage instead of combatStatTalentIntervalDamage.
Remove gem/mindstar tier scaling.
Those two changes will make the class scale the same as other classes, which will make balancing it easier.

Mental Discipline: Nuke from orbit. Boring and pointless. Replace with Dream-Forge.
Focus: Make the whole category require psi weilded mindstar/gem.
Pyrokinesis: Add mindcrit.
Reach: List what talents benefit.
Conduit: Make automatic when psi wielding a non gem/mindstar.
Quick as Thought: Could be more interesting.
Voracity: Could all be a bit stronger with better range. Could also require that your psi be at most half of your maximum. Then make Insatiable relax that restriction.
Absorption: Only allow one spiked shield at a time.

Currently, Focus is all about psi wielding gems and Psi-Fighting is about conventional and psi wielding of normal weapons.
I'm thinking it could be good to rearrange things so that there is one category for convention wielding of mindstars, one for psi wielding of mindstars, one for convention wielding of normal weapons and one for psi wielding of normal weapons. That would make it much easier to mix and match what to equip where.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Mindslayer changes

#18 Post by HousePet »

Have rearranged the Grip, Augmented Mobility and Psi-Fighting categories to group the abilities a little more neatly.

New Grip - talents for improved psi wielding of conventional weapons.
Telekinetic Smash:
Deflect Projectiles:
Frenzied Psifighting:
Greater Telekinetic Grasp:

New Psifighting - talents for improving normal combat using conventional weapons.
Augmentation:
Conduit:
Mindhook:
Shattering Charge:

New Telekinesis - Left over talents that seem to involve either moving yourself or stopping enemies moving.
Bind:
Implode:
Quick as Thought:
Telekinetic Leap:

Focus can be kept as the psi wielding gem/mindstars category.
This also means there is room for a mindstar melee combat category!

Does this rearrangement seem useful?
My feedback meter decays into coding. Give me feedback and I make mods.

Faeryan
Sher'Tul
Posts: 1308
Joined: Wed Jan 07, 2004 5:01 pm
Location: Finland

Re: Mindslayer changes

#19 Post by Faeryan »

Focus can be kept as the psi wielding gem/mindstars category.
This also means there is room for a mindstar melee combat category!
Oh Lord, there's still a little room for the most awesome thing in the whole game.
Stronk is a potent combatant with a terrifying appearance.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Mindslayer changes

#20 Post by Sirrocco »

HousePet wrote: New Psifighting - talents for improving normal combat using conventional weapons.
Augmentation:
Conduit:
Mindhook:
Shattering Charge:
How is Conduit anything other than a TK-wield skill?

Doctornull
Sher'Tul Godslayer
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Location: Ambush!

Re: Mindslayer changes

#21 Post by Doctornull »

Sirrocco wrote:How is Conduit anything other than a TK-wield skill?
Currently it's a buff for Mindlash.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Sirrocco
Sher'Tul
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Joined: Fri Apr 23, 2010 4:56 am

Re: Mindslayer changes

#22 Post by Sirrocco »

Fair - though that was initially intended as a buff to TK-wielding gems. Regardless, it doesn't belong in the "manually wielding standard weapons" tree.

HousePet
Perspiring Physicist
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Re: Mindslayer changes

#23 Post by HousePet »

Oh, I was thinking about changing it to apply Aura damage to your normal weapon attacks.
But then its pointless if you don't want Auras, so maybe just replace it with something else.
My feedback meter decays into coding. Give me feedback and I make mods.

AlexanderR
Halfling
Posts: 105
Joined: Tue Mar 05, 2013 4:18 am

Re: Mindslayer changes

#24 Post by AlexanderR »

I am a bit late to party, but here are my few cents. There is really no need to remove tier-scaling, just make it inherent class ability and apply to anything in mindslot. Make gems more worthy: change damage type of auras to dazing lighting (tier-scaling chance of daze), cleansing flames (tier- and mindpower-scaling number of effects) and slowing-physical, all applied by mindpower. Maybe even other effects, depending on type of gem wielded:
  • reduce cost and cooldown auras
  • give permanent tier-scaling psi-regen (for mindlash)
  • give auras additional effects when sustained (+global speed, +all resist, +plain armor)
  • make it possible to sustain all shields/auras at once
etc. Artifact gems should get especially powerful, game-changing buffs. Right now wielding gems is pointless: their buffs were designed for 2 of them to be worn by golems (supposedly, to prevent them from becoming OP), not for class trading them for two-handler/mindstar set.
EDIT: actually, just make gems on-par with weapons by giving them one base quality for each type (to make up for lack of melee attack) and some number of random egos, invisible for anyone but mindslayers. Artifact games would have qualities of randart and Lifebinding Emerald would essentially be analog of merchant randart with randomly-generated huge number of egos.

Suslik
Spiderkin
Posts: 481
Joined: Wed Aug 22, 2012 4:41 pm

Re: Mindslayer changes

#25 Post by Suslik »

I agree that making melee-builds viable is rather important. Maybe add 2 optional trees : one for telekinetically wielding a mindstar and the second for a melee weapon? Also the thing that mindslayers need desperately is some kind of AoE nuke, anything. Spiking flame aura is lame beause it's always active in conduit and not enough anyway, maybe make frenzied psyfighting an aoe nuke, like swinging a 2-hander in some area for a turn?

Sirrocco
Sher'Tul
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Joined: Fri Apr 23, 2010 4:56 am

Re: Mindslayer changes

#26 Post by Sirrocco »

AOE effects:
- They have two sources of burn AOE - one in spiking flame aura, one in the focus tree
- Voracity is all about AOE - the lightning version in particular does a reasonable amount of damage.
- spiking physical aura gives a beam. Spiking lightning aura gives chain lighting - both of those can function in an aoe role Sure, conduit is a thing, but you can't conduit all three.

I wouldn't say that they're strong on aoe, but it's not like they have nothing.

Suslik
Spiderkin
Posts: 481
Joined: Wed Aug 22, 2012 4:41 pm

Re: Mindslayer changes

#27 Post by Suslik »

You never spike flame aura because it's more reasonable to use it a conduit, since physical aura takes the least psi to sustain. And when you spike physical aura it's a beam, has a long cooldown and most importantly it takes 1 turn to activate again a 1 turn to spike.

Lightning voracity is the only reasonable aoe, but it's not targetted and has a very long cooldown as well.

I mean in comparison archmage/necro/solipsist aoe nukes dealing 700 crit dmg at lvl 20 that's almost nothing.

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