Playtesters needed! (1.3 Chronomancers)

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edge2054
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Re: Playtesters needed! (1.3 Chronomancers)

#166 Post by edge2054 »

Dust to Dust can now shoot through walls. I'll spruce up the targeting a bit. It won't be perfectly accurate but should be a bit better.

I like your idea for Haste Razakai. Maybe it could max them out and bump the effect on time out to keep them going. I'll take some time to think about how I want to implement it. If it's not done by tomorrow morning please remind me ;)

*edit* On second thought, there's a lot of natural synergy between global speed and specific speeds. I might leave Haste alone for now.

I'd like to get this branch pushed into the main branch soon and start on monster and equipment balancing.

IejirIsk
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Re: Playtesters needed! (1.3 Chronomancers)

#167 Post by IejirIsk »

woo! gives a real use for the ability, just to be able to hit something you cant quite see. :D also, just noticed time stop lowers CD on level... and celerity/dilation give 2 turns at 5... need more items for go faster... tempted to make a yeek warden/mage... just to see how much faster i can go :D

edit: can still set timeport:zero to contingency... shock, it wont let you port away in troubling times :P

Parcae2
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Re: Playtesters needed! (1.3 Chronomancers)

#168 Post by Parcae2 »

Just posting quickly to say that abilities that cap damage at x% of life should come last in the buff check. This is due to the fact that heroism infusions make them about twice as good as they look on paper.

IejirIsk
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Re: Playtesters needed! (1.3 Chronomancers)

#169 Post by IejirIsk »

hmm... tried out puppys for the first time in arena... and... while the skill says 100% temporal res, their stat page says 70% temp res?

Razakai
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Re: Playtesters needed! (1.3 Chronomancers)

#170 Post by Razakai »

After picking a timeline with See the Threads:

Lua Error: /mod/class/Game.lua:1755: attempt to index field 'resting' (a nil value)
At [C]:-1 __index
At /mod/class/Game.lua:1755 on_end
At /engine/interface/PlayerRest.lua:108 restStop
At /mod/class/Game.lua:2192

Also, don't have it in the log, but I got a strange error when trying to melee an iceblock I was affected by. Gravity Locus was causing damage to it.

edge2054
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Re: Playtesters needed! (1.3 Chronomancers)

#171 Post by edge2054 »

Fixed the gravity locus one, thanks.

Couldn't reproduce the See the Threads resting bug. Going to dig into it a bit more but any additional information might help.

Razakai
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Re: Playtesters needed! (1.3 Chronomancers)

#172 Post by Razakai »

I believe I hit autoexplore during one of the split timelines, causing me to autorest. Was in Daikara after killing Rantha. I'm guessing its something to do with resting during StT?

Razakai
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Re: Playtesters needed! (1.3 Chronomancers)

#173 Post by Razakai »

Another bug: Temporal Breathe still hits you, despite the tooltip stating it's friendly fire.

edge2054
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Re: Playtesters needed! (1.3 Chronomancers)

#174 Post by edge2054 »

fixed thanks :)

Thasero
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Re: Playtesters needed! (1.3 Chronomancers)

#175 Post by Thasero »

What talents, what bonuses, and what equipment?
All of the ones that involve STR. =P To be clear, I don't mean "don't work as intended" as in "bug", I mean "no longer fulfill their purpose in gameplay." You no longer gain physical power or weapon damage from STR, so STR no longer makes your character better in those ways, and talents, bonuses, and equipment which grant you STR no longer do the things that STR does.

Races that have +STR -MAG are now purely bad, and races with +MAG -STR purely good, for Wardens rather than being a tradeoff. The prodigy that grants +40 STR no longer boosts your melee damage. A lot of equipment that's meant to be good for a melee fighter has a STR bonus, but it doesn't improve the melee damage of your Warden. There are some artifacts that have altered stat bonuses to be best for hybrids, like a longsword that has 20% STR and 80% MAG damage bonus instead of 100% STR. Those special artifacts are no longer special for Wardens, because Strength of Purpose makes all swords 100% MAG anyway. Likewise, artifacts that give bonuses to both STR and MAG - and therefore would have been unusually good for a character that both casts spells and fights in melee - are instead mostly no better than artifacts that just give MAG.

Mindslayers can do something similar, where they use WIL and CUN in place of STR and DEX to determine the damage of the psionically-wielded weapon, but it only uses part of their WIL and CUN, and they still require STR and DEX to satisfy all equipment requirements. Instead of having one stat completely replace another, they get a sustain which adds a +STR and +DEX bonus based on their WIL and CUN.

If, rather than a talent that uses MAG in the place of STR for many calculations, Wardens had a talent which gave a STR bonus that scaled with your MAG, Wardens would still have a talent that lets them use a high MAG to improve their ability to wield melee weapons (and make it easier to play a class that requires many different stats), but every other STR-related effect would still work for them. I think that would be an improvement.

I don't want to discourage you or be inappropriately negative, because there's a lot of good work in these changes - I very much like the new Threaded talent categories for Wardens and the explicit support for switching frequently between ranged and melee combat. Criticism is a part of playtesting, though, and I have to list what I didn't enjoy in order to help.

edge2054
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Re: Playtesters needed! (1.3 Chronomancers)

#176 Post by edge2054 »

Criticism is fine.

Right now TW damage feels pretty high, removing the magic to strength conversion is something I'm considering as a balance measure. But breaking it off into a talent on its own I don't see happening. I'm trying to move away from plus stat talents as part of a general design philosophy to look for more interesting solutions. On top of that, I don't know where I'd put it.

IejirIsk
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Re: Playtesters needed! (1.3 Chronomancers)

#177 Post by IejirIsk »

The damage is probably a little on the high side... but, you still kinda are a glass cannon. But, you already need 4 stats(MAG, WILL, DEX, CON). unless you choose to nix your spell power by keeping tuning at 0. Only really got super powerful when i got arcane might (+50% mag->damage).

i actually had to keep my dox at ~250 later, even with will + stability (though may have been a bug with stability) in fights longer than 3 presses. the warden has a lot of tricks, but prolonged combat, or combat with no teleport completely shut down alot of it... one of my escorts was in alt forest... a full map with no teleport. means at least 2 of my strongest skills didnt work.

breach is certainly a required ability. bone giants, anyone?

edit: So... banish has range 5, radius 2... it's castable now?

elboyo
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Re: Playtesters needed! (1.3 Chronomancers)

#178 Post by elboyo »

Temporal Bolt reduces the cooldowns of Warp Mine: Away and Warp Mine: Toward separately so that one becomes ready to cast before the other.

edge2054
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Re: Playtesters needed! (1.3 Chronomancers)

#179 Post by edge2054 »

Yeah, banish is targetable now.

Not sure how to fix the Warp Mines thing.

Some stuff on my todo list (mostly so I don't forget).

- NERF ARROW STITCHING! (almost forgot hehe)
- Update classical UI with paradox changes.
- Look at changing set paradox to modified paradox so people don't have to do math on the fly
- NPCs and Equipment


Any ego ideas you guys want to contribute? Some stuff mentioned on IRC and in the old thread was more physical damage on caster stuff for PMs (I'd like to make some stars egos that give light, dark, temporal, and physical so the drop tables aren't polluted). Braided weapons (braid burst on hit or crit).

elboyo
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Re: Playtesters needed! (1.3 Chronomancers)

#180 Post by elboyo »

Two things.

1) Is it possible to allow us to set tactics for our Temporal Fugue Clones? I would really like to set them up to perform certain actions when summoned. Since taking control means that you sacrifice a turn to the AI's whim on your main character, it is usually a very bad idea to do so.

2) You were looking at item egos, but you might want to just add something to one of the passives/sustains in the physical tress that converts x% of temporal (or whatever) damage modifier into physical. Just a thought that might be a bit easy on you in the short term.

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