Forger101 wrote:Shatter is already used as a talent name so you would need something else.
In my opinion I like Rimelord for the class name better than Gelid
Here is an idea for a new tree.
Frost Forge:
Frost Hammer:Sustained
When not wielding a weapon, this creates a frozen hammer for you to wield
DamageType would be cold, Base stats for the hammer would increase with talent level and some stat.
Frost Strike:Active
Smash the ground with your frost hammer dealing aoe cold damage and randomly creating icewalls within the radius, damage would increase with some stat
Rime: Active
Increase your armour and armour hardiness and deal cold damage when hit, lasts for x turns.
The stats for this would have to be good so that it isn't just an activated version of the wyrmic sustain.
Frost Hewn: Active
Turn x amount of ice walls into Shivgoraths, that last for x turns.
Fair enough, Shatter just fit themewise. Thanks for pointing that out.
Frost Forge definitely seems interesting. I was hoping hammers would be sorta main weapon choice(for obvious reasons), and that gives a reason for it! Not entirely sure on Frost Hewn(Not entirely sure on giving them summons of a sort like that), but the rest of it seems aright. c:
(WIP post. Accidentally hit enter. Can't delete the post, so...accidental hype building? Working on writing out all the skills and everything. Hopefully will have it done tonight. )
If they have a "from the brink of death" skill (like Reassemble or Lichform, or any other talent that I'm forgetting) then I am of the opinion that WINTER NEVER DIES is a perfect name. And any who disagree can face that eternal winter.
The Revanchist wrote:If they have a "from the brink of death" skill (like Reassemble or Lichform, or any other talent that I'm forgetting) then I am of the opinion that WINTER NEVER DIES is a perfect name. And any who disagree can face that eternal winter.
Perhaps, perhaps. Got the first tree(Gathering Storm) written out so far, and working on the second tree now. I suppose I can give a little preview of the skill trees..
Gathering Storm(Basic spells. Low cooldowns, decent cc and low CDs, but pretty bad damage. Temperature builders)(DONE)
Winter's Chill(Higher cooldowns and less CC, but this is where the real damage comes from. consumes Temperature. (Working on currently, one skill done)
Frozen Forge(As suggested by Forger101! Combining it with the old Glacier tree idea)
Blizzard(A defensive/melee tree)
Ice(Locked)(Not sure if this would give them Mana, or if there could be a tweaked version of Ice that runs off Temperature just for Gelids..we'll see?)
Absolute Zero(Locked)(This tree focuses on not becoming a delicious human popsicle.)
(Generic trees)
Frigid Mastery(A general sorts of elemental mastery tree, boosting cold damage and the like.)
Conditioning
Survival
Divination
Conveyance
Now, before investing in Absolute Zero, how dangerous are the Gelid's colds going to be to them? Is that something that remains to be seen? (If it is, don't feel obligated to answer; I'm sure we'd be happier with a working demo instead. )
The Revanchist wrote:Now, before investing in Absolute Zero, how dangerous are the Gelid's colds going to be to them? Is that something that remains to be seen? (If it is, don't feel obligated to answer; I'm sure we'd be happier with a working demo instead. )
I actually wrote out a prototype mechanic and showed it around on the IRC, so I guess it wouldn't hurt to post it here. :3
"Resource: Temperature(Still not sure on the best name, but Temperature...kinda fits? I like Frigidity, but it sounds sorta weird. We'll see.)
Alright, this is going to be...complicated. So I'm going with a reaaally simplified version for now.
The temperature meter has...let's say 273 points(decimals might make it too complicated, so -almost- absolute zero). Similar to paradox, it starts at 0, and the higher it goes, the more stuff happens. Since I have no idea how to do the calculations like paradox, we'll go with a highly-simplified version for now.
0/273: Nothing happens
50/273: Gain X% extra damage as cold on melee hits as your body grows cold.
100/273: The drop in temperature spreads outward from you, causing all enemies in radius 1(+1 with each additional breakpoint, radius 3 max)) to take X cold damage(+50% a breakpoint, +100% max) a turn.
150/273: Once it gets above this level, spells can start damaging you(similar to equilibrium, but with self-damage as opposed to spell failure.)
225/273: You become unable to withstand your own cold, taking damage from your cold aura. At this point, temperature starts decaying by X each turn.
273/273: You...iceblock yourself. Or something. Probably not good to be a human popsicle. Temperature possibly resets at this point.
Iunno..I really, REALLY liked how Sirrocco wrote it up thing, but at the same time, I don't want it to be TOO complicated. "
The Revanchist wrote:Those measurements make sense as rough points. I'm sure fineses will come later.
Also, I find it ammuaing that there are 273 points.
Was originally 250 for ease of it, but in the google doc I joked 273 would be better. Once I explained it, people on the IRC agreed that 273 was amusing and actually fit(Of course you become an iceblock at absolute zero!), so went with it. x3
Sorry for the textwall. Was considering putting each skill tree in a pastebin thing, but was afraid I'd lose the links.
Gelid
100 HP
+2 Life per level
(Not really sure what to go with here. They were originally a close range cloth armor class, but at the same time certain trees could make them tanky...thoughts?)
+3 Strength
+3 Magic
+3 Willpower
Resource: Temperature(Still not sure on the best name, but Temperature...kinda fits? I like Frigidity, but it sounds sorta weird. We'll see.)
Alright, this is going to be...complicated. So I'm going with a reaaally simplified version for now.
The temperature meter has...let's say 273 points(decimals might make it too complicated, so -almost- absolute zero). Similar to paradox, it starts at 0, and the higher it goes, the more stuff happens. Since I have no idea how to do the calculations like paradox, we'll go with a highly-simplified version for now.
73/-273: Nothing happens
0/-273: Gain X% extra damage as cold on melee hits as your body grows cold.
-75/-273: The drop in temperature spreads outward from you, causing all enemies in radius 1(+1 with each additional breakpoint, radius 3 max)) to take X cold damage(+50% a breakpoint, +100% max) a turn.
-150/-273: Once it gets above this level, spells can start damaging you(similar to equilibrium, but with self-damage as opposed to spell failure.)
-200/-273: You become unable to withstand your own cold, taking damage from your cold aura. At this point, temperature starts decaying by X each turn.
-273/-273: You...iceblock yourself. Or something. Probably not good to be a human popsicle. Temperature possibly resets at this point.
Iunno..I really, REALLY liked how Sirrocco wrote it up thing, but at the same time, I don't want it to be TOO complicated.
Effective Temperature in increased by willpower+cold resist for determining low temperature penalties(Thanks, Greyswandir!)
(Class trees)
Gathering Storm(Basic spells. Low cooldowns, decent cc and low CDs, but pretty bad damage. Temperature builders)
Winter's Chill(Higher cooldowns and less CC, but this is where the real damage comes from. consumes Temperature.
Frozen Forge(As suggested by Forger101! Combining it with the old Glacier tree idea)
Blizzard(A defensive/melee tree)
Ice(Locked)(Not sure if this would give them Mana, or if there could be a tweaked version of Ice that runs off Temperature just for Gelids..we'll see?)
Absolute Zero(Locked)(This tree focuses on not becoming a delicious human popsicle.)
(Generic trees)
Frigid Mastery(A general sorts of elemental mastery tree, boosting cold damage and the like.)((Might be removed))
Conditioning
Survival
Divination
Conveyance
All numbers aren't anywhere near final
Gathering Storm
Magic
Frigid Wind
Cooldown: 3
Generates 10 Temperature
(Range would be similar to the Corruptor's Blood Spray at it’s lower levels, I’m thinking)
Blow an icy wind forward, dealing 85% weapon damage as Cold and lowering the enemy's cold resistance by 30% for 3 turns.
Frostbite
Cooldown: 5
Generates 3 Temperature a turn.
Range: 1
Infect a target with a deadly chill, slowing them by 20% and doing 30% weapon damage as Cold each turn, for 5 turns.
Rising Storm
Passive
Every melee hit does X cold damage, and adds a stack of Rising Storm. At 5 stacks, the target is frozen for 3 turns. In addition, your mastery of iceblocks allows your damage to pierce them far more effectively.
Ice Nova
Cooldown: 7
Generates 20 Temperature(Or possibly like...5 for each enemy hit?)
Radius: 3
Unleash a powerful ring of cold from your body, dealing (150-200%) damage as cold.
Winter's Chill
Magic
(Here's where the numbers miiight get iffy)
Deep Freeze
Costs 20 Temperature
Cooldown: 10
Range: 3
Freeze an enemy solid, dealing (150-300%) weapon damage as cold and freezing them for 5 turns. Cold flows from the frozen target, causing enemies in radius 2 to take (25%-50%) cold damage each turn during the duration.
Battering Ram
Costs 15 Temperature
Cooldown: 8
Range: 4
Thrust forward a pillar of ice, dealing X(Not sure what a good number would be here) damage as cold and knocking enemies away. If Battering Ram hits an enemy into a wall, it does 300% weapon damage as cold and stuns for 4 turns.
Crystalline Tomb
Costs 25 Temperature
Cooldown: 15
Range: 4
Entombs the enemy with 4 iceblocks, preventing movement for (7-15) turns.
(This skill is essentially an ice version of Stone Wall, ‘cept the iceblocks can be used for the Frozen Forge skills)
Arctic Dungeon
Sustain
Generates 10 Temperature a turn
Radius: 3
Turn the area around you into a deadly tundra. Spikes of jagged ice burst from the ground around you, doing 25% weapon damage as cold and 100% weapon damage as bleed each turn to all targets in the radius.
(Not really happy with this skill, but having trouble thinking up alternatives that don’t invalidate one of the previous 3 skills).
Frozen Forge
Magic
Rime Weapon
Passive
Cover your weapon in ice, gaining (+5-25%) cold damage. In addition, melee attacks gain (5-55) cold damage.
(Basically, it’d give you the benefits of using a staff, but while keeping the focus on melee weapons. Worried it might make staff weapons too good on them, though. Was considering Forger’s Frost Hammer, but I’m a little hesitant on giving Gelids a free weapon.)
Summon Iceblock
Costs 5 Temperature
Cooldown: 3
Range: 4
Summon an iceblock for (5-15 turns).
Detonate
No cost
Instant
Cooldown: 5
Detonates chosen iceblock, dealing 200% weapon damage as cold to all enemies in radius 1 of the iceblock. Each level allows you to detonate one additional iceblock.
Frostborn
10 Temperature per summon
Cooldown: 10
Turn (Skill level) iceblocks into allied Shivgoroths for (2-10) turns.
Blizzard
Strength
Shivering Strike
Cooldown: 2
Generates 5 Temperature
Range: 1
Strike the target with a chilling strike, doing 125% weapon damage as cold.
Winter’s Armor
Passive
Gain (10%-50%) cold resist. In addition, gain (+5-25%) additional armor for each iceblock in radius 4.
Frozen Shell
Sustain
15 Temperature
Gain X(Not sure what would be a good amount here) Armor and +50% cold resist, but fire attacks do (+50%-+25%) more damage to you.
(I can’t believe it took me this long in the writing to figure out how to make sustains work with Temperature. It’s so obvioussss...just add the amount to the temperature meter while it’s active. I’m dumb sometimes, haha)
Shroud of Winter
Sustain
Cooldown: 10
Generates 10 Temperature a turn
Summon a furious blizzard in range 3 around yourself. While the blizzard rages around you, gain +25% evasion, and enemies lose LoS. Enemies in the blizzard take 75% weapon damage as cold each turn, and any enemy who dies in the radius freezes, becoming an iceblock. The blizzard lasts 3 turns after the sustain is deactivated, costing no temperature during this time.
(Might be too complex?)
Absolute Zero
Willpower
Icy Resolve
Passive
Reduces the damage you take from Temperature effects by (10-50%).
Warmth
Active
Cooldown: 15
Remove (25-125) Temperature from the Temperature gauge
Crystalize
Active
Generates 15 Temperature a turn.
Cooldown: 60
Freeze yourself solid, becoming an iceblock for (1-5 turns), but healing for X(Scales with hp) during the duration. All damage taken during the duration is reduced by 50%.
Chilling Demise
Active
Cooldown: 60
Range: 1
Funnel your entire temperature gauge into a foe, doing (200-600%) weapon damage(Also scales with the amount of temperature gauge used, so 200-600% would be at like, 250 temperature). If this kills the enemy, they explode, doing X cold damage in radius X, and slowing all effected targets by 30% for 5 turns.
Frozen Mastery
(The skills I was previously going to put here have filtered out into other trees)
Last edited by NemesisZeru on Mon Jun 09, 2014 4:57 pm, edited 7 times in total.
Darkgod himself was cool enough to view the topic! He brought up an interesting thing, though:
Is %wd a bad thing?
I mean, I know it's Diablo 3ish(As is having resource generators, but how else would you get cold? Fits the mechanic and has precedent, at least ), but I figured it fit the class theme of using 2h weapons(higher base damage), and, to be honest, I feel it's a lot easier to balance then flat damage(moreso since I've admittedly never seen the endgame to know what damage is like there).
So, what do you think, guys? I'd be more then happy to switch to flat numbers(or some, at least. ToME does have % numbers, right? Outside of like, a few Berserker skills, I forget if it's even really a thing) if I can get some idea of what said numbers should be. I'm just bad and I've never made it far enough to know what'd work. x3
Edit, changed the temperature gauge to negatives, to more accurately depict well...coldness. Should I change the wording of skills that effect temperature to reflect this? Or is it not overly confusing?
imho Rimelord would fit just fine for a wielder of cold, regardless of whether they channeled it through might or magic.
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.