Playtesters needed! (1.3 Chronomancers)

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elboyo
Halfling
Posts: 113
Joined: Thu Jan 02, 2014 4:22 am

Re: Playtesters needed! (1.3 Chronomancers)

#181 Post by elboyo »

One more thing.

Is the encounter with yourself as a Paradox Mage in Daikara supposed to be 100% chance? I did not run into myself on my most recent playthrough.

IejirIsk
Halfling
Posts: 97
Joined: Fri Jul 11, 2014 7:43 am

Re: Playtesters needed! (1.3 Chronomancers)

#182 Post by IejirIsk »

I think it's only if you a TW, but not sure.

edge2054
Retired Ninja
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Re: Playtesters needed! (1.3 Chronomancers)

#183 Post by edge2054 »

Yeah, PMs get the regular rift.

elboyo
Halfling
Posts: 113
Joined: Thu Jan 02, 2014 4:22 am

Re: Playtesters needed! (1.3 Chronomancers)

#184 Post by elboyo »

Alright then. Still very interested in the possibility of setting Tactics for Temporal Fugue clones if it is possible.

I'm really pleased with the classes so far. Lots of fun to play and reasonably balanced.

edge2054
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Re: Playtesters needed! (1.3 Chronomancers)

#185 Post by edge2054 »

I'll look into it elboyo. But I believe it came up in the old thread and it wasn't something I was able to figure out easily.

Thasero
Cornac
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Joined: Sun Jul 21, 2013 4:49 pm

Re: Playtesters needed! (1.3 Chronomancers)

#186 Post by Thasero »

Singularity Arrow's targeting doesn't show that the arrow will stop and explode at the location of the first monster it hits.

twas Brillig
Wyrmic
Posts: 279
Joined: Sun Nov 30, 2014 9:06 pm

Re: Playtesters needed! (1.3 Chronomancers)

#187 Post by twas Brillig »

Thasero wrote:Singularity Arrow's targeting doesn't show that the arrow will stop and explode at the location of the first monster it hits.
Yeah, I was confused at first by all the Threaded Combat effects acting like arrows and not spells. That also has implications for, e.g., Thread Walk, since I think it may be unique as a non-instantaneous teleport when fired at extreme range. Would it be possible to include a line about projectile speed in the header for bow talents? That might help the conflict between them being spells, with spell speed, but a bow talent. (Not sure what to do about the Threaded Combat tree, maybe say "this talent has a projectile speed of x% when used with a bow".)

edge2054
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Re: Playtesters needed! (1.3 Chronomancers)

#188 Post by edge2054 »

Thread Walk working on hit is intentional. Singularity fires when it hits a target or reaches the destination tile. Not sure how to display the later better. I'll have to talk to Grayswandir about it.

Thread Walk mentions that you teleport near any target hit. It would be really noticeable with Speed Control.

I'll clarify the Singularity description a bit.

mailius
Posts: 3
Joined: Tue Jan 20, 2015 11:22 am

Re: Playtesters needed! (1.3 Chronomancers)

#189 Post by mailius »

mailius wrote:Although so far this thread mostly seems about TW feedback, here's my comments after playing a paradox mage on Nightmare through most of the intermediate dungeons:

Bug: Twist Fate seems to make a turn happen when you click the button to target, rather than when the paradox resolve. This makes the ability much less useful and somewhat dangerous to use.
Could you make the temporal bolt slightly quieter? I think that sound has also been used in the past for bad effects, so it's a little strange to hear it for a spell.
Could we get a sound for when Twist Fate catches a paradox? Right now it's hard to tell because the only thing visual that happens is the button lights up.
Could you change the wording for temporal bolt to indicate that at level 5 it reduces the cooldown of your other spells? It reads like it reduces its own cooldown.
Bug? Does silence prevent the contingency spell from firing?

Some general feedback is that a lot of the new abilities are really interesting, and make the class feel more thematically whole. Really good job and making things interesting, and the class not feel like just an archmage with a different theme.

Something I've noticed is a number of things (defense, spellpower, saves) have a +N (+n effective) tooltip. It'd be nice to know where that's coming from if it's chrono-related.

Defense: it seems like PMs have a ton of defensive abilities spread across multiple trees. ie. they have defensive abilities in 3 generic trees. Foresight, Energy Decomposition, Spin Fate, Webs of Fate are all spread across different trees (and this isn't counting dimensional step). At first I thought I'd have too much defense abilities with energy decomp. and reality smearing reducing incoming damage by about 50% together, but I changed my mind, and think it's closer to reasonable, although I'd rather see the reduction from energy decomposition rolled into reality smearing. Also both celerity and dimensional step seem to give the class good mobility. Also time stop seems like even more mobility, because we can't do damage in those turns. Timestop also has a dead level, going to level 3 does nothing for it, so I doubt most people will increase it past 2? Timestop also feels similar to temporal reprieve. Also thematically I feel like there should be a skill that grants temporal resistance (and maybe a lesser amount of physical resistance as well).

Offense: It feels like the damage is somewhat similar to a mage's, except somehow I'm not doing as much damage around 20ish as I expect. I have a feeling it's related to the lack of damage synergy talents, ie. spellpower increasing or resistance penetrating. Part of it also might be I'm spreading my talents around to try different abilities, and that I have several points invested in different defensive talents. In general the low offense makes my defense feel worse, since it takes longer to kill things which means I get hit more frequently. If PM offense is increased defense might need to be tuned down very slightly. I think it's interesting that it's possible to hit things 2 (sometimes 3) times with the same temporal bolt, but it seems to be much harder to do that once you start getting speed because it's harder to predict how far the bolt will travel so there's some anti-synergy with those skills.
Quoting myself because I have a feeling this post was missed because it spent a few days waiting for admin approval (since it was my first post). If it's already been seen let me know and I'll nuke this one. :)

edge2054
Retired Ninja
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Re: Playtesters needed! (1.3 Chronomancers)

#190 Post by edge2054 »

I did miss it thanks for reposting.

I put some sound effects on Twist Fate a day or so ago and some particles. I'll probably do a shader for it if I don't forget as I missed the particles a couple of times.

Also fixed the timing bug :)

Also the timed effect now displays the talent description of the anomaly.

I like Twist Fate :)

I'll probably go through the anomalies and make them more player friendly but I imagine I won't get to it before 1.3 releases. It's on my short todo list for 1.4.

Yeah, silence stops contingency.

Temporal Bolt I changed the sound effect on it. Got tired of hearing it myself. I probably put it on something else that doesn't get cast as often. I'll look at the description.

I'm still doing some test runs and balance tweaks as I go through the NPC files over the next day or two. But I don't see any massive changes for the classes as far as talent structure before 1.3. If any individual talent feels too weak let me know and we can look at it.

*edit* Time Stop's cooldown scales as you put points into it.

Stuntofthelitter
Spiderkin
Posts: 574
Joined: Sun May 12, 2013 7:00 am

Re: Playtesters needed! (1.3 Chronomancers)

#191 Post by Stuntofthelitter »

I believe the newest branch is now 'chrono_wrap_up'. I will update the guide tomorrow after I'm certain.
<astralInferno> poor stunt
<astralInferno> you suffer so that others may suffer in the intended way

Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/

edge2054
Retired Ninja
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Re: Playtesters needed! (1.3 Chronomancers)

#192 Post by edge2054 »

Yup. Not a lot of class changes will happen between now and 1.3 Balance adjustments and misc polish. Biggest changes happening in that branch is to gear and NPCs.

IejirIsk
Halfling
Posts: 97
Joined: Fri Jul 11, 2014 7:43 am

Re: Playtesters needed! (1.3 Chronomancers)

#193 Post by IejirIsk »

Ok... is their an easy way to get my folder to connect to that instead of chrono_talent_balance?

edge2054
Retired Ninja
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Re: Playtesters needed! (1.3 Chronomancers)

#194 Post by edge2054 »

If you check out that branch your game files should update automagically.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Playtesters needed! (1.3 Chronomancers)

#195 Post by Razakai »

Warning - don't do it with an existing char! I thought I'd lost my in-progress pmage until I reverted back to old branch.

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