Wyrmic Redesign Direction

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

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SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: Wyrmic Redesign Direction

#31 Post by SageAcrin »

I went, unsurprisingly given my direction in general, for enhancing the distinctive traits they have.

Breaths are, on the whole, a mix of disabling and damaging over a large area, with a fairly fast CD. The area didn't need a buff(Actually it probably ought to be nerfed to not break 10 above TL6, but ehn.), but buffing the disabling was pretty easy, as was making the CD a general synergies thing rather than just lowering it.

I would say playing up the status angle more than I did is the best way to do totally different breaths, but I don't feel it to be "right" somehow to see a large flaming dragon and think "Oh god not more status". It's not necessarily a bad angle though, just drop the damage values some and crank up the status options.
Yes, but the parity is not our top priority.
The thing is, I think that's a bit of a problem. Parity should be a priority; It's a very interesting part of the class, thematically. And if people weren't big on themes, Cursed wouldn't be so popular.

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

Re: Wyrmic Redesign Direction

#32 Post by HousePet »

Except we can easily give the Drakes the same abilities.
My feedback meter decays into coding. Give me feedback and I make mods.

brown recluse
Yeek
Posts: 12
Joined: Tue Mar 11, 2014 8:49 pm

Re: Wyrmic Redesign Direction

#33 Post by brown recluse »

One thing: Do all of the breaths have to function the same? Say if flame breath functioned like the typical breath weapon, but sand breath was a channeled ability that does damage, blind and pushback while leaving you immobile. What if acid breath was a large slow-moving "projectile" cloud of acid that could also function as mobile cover against projectiles? Breath weapons are thematic for a dragonesqe class, but they don't have to just be a cone of x damage type and y effect. Each one can be a tactical weapon that is appropriate for the element.

anonymous000
Thalore
Posts: 165
Joined: Sun Mar 09, 2014 5:07 am

Re: Wyrmic Redesign Direction

#34 Post by anonymous000 »

brown recluse wrote:One thing: Do all of the breaths have to function the same? Say if flame breath functioned like the typical breath weapon, but sand breath was a channeled ability that does damage, blind and pushback while leaving you immobile. What if acid breath was a large slow-moving "projectile" cloud of acid that could also function as mobile cover against projectiles? Breath weapons are thematic for a dragonesqe class, but they don't have to just be a cone of x damage type and y effect. Each one can be a tactical weapon that is appropriate for the element.
I have posted similar idea before (see the post below), the overall response is not a highly enthusiastic one, but only a few people opposed to my idea. One opposition is due to thematic reason (which your proposal would solve) and the other one is because he simply favors spamming cones. I feel changing the functionality of the breaths is something we could try.

http://forums.te4.org/viewtopic.php?f=39&t=41126

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