Reworking Chronomancy ver 2

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

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edge2054
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Re: Reworking Chronomancy ver 2

#151 Post by edge2054 »

Alright, changes pushed.

I merged Bias Weave and Pull Skein. Replaced Pull Skein with an AoE dot that does damage over three turns. If the target is hit by an anomaly the remainder will be done instantly.

Replaced Warden's Focus with Double Edge. If an attack would reduce you below 50% life a clone is summoned that takes X% of the damage. The clone lasts X turns.

Temporal Vigour now makes Hounds Unravel when reduced below 1 hit point. Preventing further damage but reducing damage they deal by 50%. When the effect expires the hound dies. If the hound's life goes above 1 the effect is removed.

Command Blink now heals and hastes your hounds if you know Temporal Vigour and summon a new hound if you're not at your cap.

Displace Damage and Phase Shift tree placement swapped. Displace Damage sustain cost increased to 48. Displace Damage now has a 100% displacement ratio but displaces a small amount of damage that scales with talent level.

I'll start packaging a fresh upload but this will break old characters as some talents no longer exist. Will probably be the last. I think the class is at a pretty good place at this point and I'm going to need a bit of a break before I can start working on Paradox Mages.

Feedback is still welcome of course just don't expect to see many changes going forward for awhile. Bug and typo reports are, as always, much appreciated :)

0player
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Re: Reworking Chronomancy ver 2

#152 Post by 0player »

Temporal Hounds prevent me from casting Timeport... can I really trust no one with this spell?
Edit: also, Singularity arro (at least level 1) area of effect seems to be a tile larger than advertised. Had led me to a nasty surprise.

edge2054
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Re: Reworking Chronomancy ver 2

#153 Post by edge2054 »

Singularity Arrow is still an arrow. If a monster steps forward the point of impact will be moved forward one tile. You really have to be careful with the placing.

I'll look into the TimePort thing. It happened to me too and was quite annoying.

0player
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Re: Reworking Chronomancy ver 2

#154 Post by 0player »

Finally managed to kill aternate self; this was remarkably easier than the last time I ran a temporal warden. Either it's because of t3+ loot I managed to stack, or just ridiculous amounts of damage I now dish, because I don't have to duo-spec into Str/Mag anymore. Some more feedback, you can read it later if you're not up for it now:
- Arrow Stitching is awesome. I haven't checked the blade counterpart (speccing harder into bow now), but I can imagine it's just as awesome.
- Invigorate seems like one-point wonder. Heal is anemic at best, as I tend to stack Con (which I believe is a normal course of action), and most cooldowns are not that long to make use of extra reduction. (The paradox requirements will backfire if I try to spam that much).
- Speed control I skipped completely for now, as with fast bow it seems more or less superfluous to me. Next build I'll try to go more melee-oriented (as I'm sure I'll inevitably die in the East) and see if it's worth it then.
- Warp mines make me sad. Literally everything from the starter dungeon to this moment resists them with more than 50% chance. They're unreliable at best. Maybe make them not disappear if they fail?
- Dimensional Anchor, while a nice DnD reference, seems very odd. So... I need to stack spellpower to teleport them away, and then I decide not to? Also, pinned targets? How am I supposed to pin, I'm not an archer. I am confused.
- First two skills in Precognition are solid defensive stat options. (Though Precog constantly fails to ever reveal something... I'm not sure, I may be using it wrong.)
- Epoch's Curve: more awesome than ever? Yes. Yes it is.
- Anomalies are very fun to play around with, and are ...interesting. (A temporal clone saved me from the brink of death at least twice. Phew.) My most favorite, pulling peasants into the scene, is still there!
All in all, honestly thank you for your awesome work.

edge2054
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Re: Reworking Chronomancy ver 2

#155 Post by edge2054 »

Warp Mines check hit. You need more spellpower. If you're running around with less than 300 Paradox your spellpower will be penalized and you'll have a hard time landing status effects. Warp Mines are certainly affected by that. They also put continuum destabilization on the target. So you can't use them forever against the same target. But the damage is checked before the teleport so you'll still damage them.

Ummm.. Dimensional Anchor doesn't say anything about pinned targets? Are you talking about Singularity Arrow? The later is a gravity effect. You can pin, randomly with Warp, but it's more an effect of the damage type. If you find a way to pin then great. Otherwise hit some non-moving monsters with it, you'll see the bonus damage.

Back to Dimensional Anchor. Anchor if a monster is annoying you with constant phase door. Or Anchor, DS, and Banish for a big damage nuke (the cooldown on Banish is half if targets aren't teleported for a reason). Or Anchor and drop Warp Mines and watch a monster walk across all three :) Dimensional Anchor is all about the combos.

Anyway. Zipping and uploading.

edge2054
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Re: Reworking Chronomancy ver 2

#156 Post by edge2054 »

Alright, here's a fresh build http://www.mediafire.com/download/xq3z3 ... ngine4.zip

At this point I'm mostly looking for bugs, typos, and small balance tweaks. And of course that they're fun to play :)

I probably won't be making any more major changes to TWs at this point until after PMs are done. I'm pretty happy with where they're at. Not saying you guys can't make suggestions. Just that I'm starting to get to the point of burnout with them and I've already lost way too much sleep working them ;)
0player wrote:All in all, honestly thank you for your awesome work.
I missed this. You're very welcome. I'm glad people are having fun with them :) Wardens have always been one of my favorite classes conceptually and I always wished their talents backed up their theme better. I'm glad they're coming together.

Parcae2
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Re: Reworking Chronomancy ver 2

#157 Post by Parcae2 »

Yeah, thank you so much. I hope it doesn't feel like you're getting nothing but criticism. The reason why so many people are showing up in this thread to demand that such-and-such be changed is that we all love the class and want it to be even better.

Edit: Typo - In the Displace Damage description, it doesn't give the range.
Edit2: This class is incredibly fun now. The one minor change I might suggest is to move Trim Threads to level 1, so that it can be used right away.

edge2054
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Re: Reworking Chronomancy ver 2

#158 Post by edge2054 »

Parcae I gave it non-scaling range. It's just referring to the talent range which is 10. I could add it back in if it would be clearer though.

And yeah, I know. If you guys didn't care I know you wouldn't make suggestions and I wasn't taking anything personally :)

I'm really happy with the feedback and changes honestly. Warden's Focus was one of those talents that I had fallen in love with the concept of but wasn't actually finding fun to play with. I think Double Edge will be a nice passive talent replacement that will be a lot more fun :) And I think Hounds and Fate-Threading are a lot more solid now.

I'll swap Trim Threads and Disentangle.

malboro_urchin
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Re: Reworking Chronomancy ver 2

#159 Post by malboro_urchin »

I'm really excited for the new Temporal Warden, but I'm not sure how to go about playing as one. edge, is the zip file basically your set of files for ToME, with the new TW changes added in?

Regarding the class, although I have yet to play with it, I really like what you've done with their talents. I love that the class can finally use anomalies to their benefit, and that you've made a wide variety of builds available within one class (bow, blade, hybrid, caster, even summoner)!

Looking forward to downloading the next update!
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.

Parcae2
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Re: Reworking Chronomancy ver 2

#160 Post by Parcae2 »

I was kicking around in the Unhallowed Morass and the entire screen started blinking. You might have a quick look at some of those shaders when you have a moment :)

rexorcorum
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Re: Reworking Chronomancy ver 2

#161 Post by rexorcorum »

edge, I've missed you on #tome, so here are the mines:

chronomine_blue.png
chronomine_red.png

Image Image
They might need some colour/contrast tweaking.

The hound is in production :) Cheers!
Last edited by rexorcorum on Thu Mar 02, 2017 1:38 pm, edited 1 time in total.
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donkatsu
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Re: Reworking Chronomancy ver 2

#162 Post by donkatsu »

Weapon Folding's description switches the numbers for APR and damage, but works correctly.

Bias Weave says it makes anomalies only cost X% of a turn, but X goes up as you level the talent when it probably should go down.

When Twin Threads clones expire, one of them stays in the party window, displaying 0 turns remaining.

Double Edge is giving me a clone every turn as long as I stay under 50% health, rapidly burgeoning into an unstoppable army of clones each of whom has my full offensive capability. That seems... unintended? I think it should be triggering whenever an attack deals damage greater than X% of my health, not just for every little nick I get when under 50%. And as with all player clones, they should come a significant damage penalty.

IejirIsk
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Re: Reworking Chronomancy ver 2

#163 Post by IejirIsk »

@donkatsu: maybe add a the more clones the more unstable time gets... maybe leading to chances for major anomalies at lower dox? but, army of clones amuses me for some reason... now, who decides who gets the loot... and who decides which is the real one?

Kiba333
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Re: Reworking Chronomancy ver 2

#164 Post by Kiba333 »

IejirIsk wrote:army of clones amuses me for some reason... now, who decides who gets the loot... and who decides which is the real one?
This gave me a fun idea. What if you get some sort of free talent that lets you swap places with one of your clones instantly. It will not take any time but it won't count as a teleport either since nothing is actually moved. You simply retroactively decide that the "you" over there has been the real you all along, while the "you" you are right now is the clone. This would need an appropriate cooldown/drawback though.

0player
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Re: Reworking Chronomancy ver 2

#165 Post by 0player »

Sorry for bothering, but I just found out that Time Dilation only reapplies if either I or target moves... if we both just stand in one place, it eventually wears off. This doesn't look like it's intended.

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