Playtesters needed! (1.3 Chronomancers)

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

Re: Playtesters needed! (1.3 Chronomancers)

#241 Post by IejirIsk »

did strength of purpose get changed back to magic = equipment stat? cause says its for equipping ammo (was it ever for ammo), damage, back to apr and no time... or did my files get confused?

edit: iunno... seems to have gotten fixed.
EDIT2: harumph... so confused...
edit3: ok... seems i was on a branch (assuming right word) that hadn't been updated with new changes.

edit4: onto somekinda real feedback :P
---nix that... had baseline dox... >.> boy is a night.
edit6: are the summoned weavelings of the temporal queen supposed to give exp?

Effigy
Uruivellas
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Re: Playtesters needed! (1.3 Chronomancers)

#242 Post by Effigy »

Strength of Purpose is listed as "passive," but has a sustain cost listed.

Darkgobbo
Halfling
Posts: 80
Joined: Tue Aug 14, 2012 8:33 pm

Re: Playtesters needed! (1.3 Chronomancers)

#243 Post by Darkgobbo »

When starting a Temporal Warden your left click is bound to shoot so you shoot in melee instead of attacking with your dual weapons

Thasero
Cornac
Posts: 37
Joined: Sun Jul 21, 2013 4:49 pm

Re: Playtesters needed! (1.3 Chronomancers)

#244 Post by Thasero »

Finished a Warden, trying a Paradox Mage now.

Warden comments:

- There's little call to put more than 1 point in Warp Blade. Wardens get a lot of on-hit procs, but Warp Blade is the only Blade Threading talent that never hits more than one enemy or more than one time, the weapon damage doesn't scale well, the bonus magic damage is tiny, and there's lots of alternatives for inflicting warp status effects (including, "Turn on Seal Fate and hit the guy again, that'll make the stun last longer").

- Arrow Echoes becomes the most powerful single-target ability in the game at talent level 4 - 150% arrows, shooting 4 times. Vital Shot is a prodigy and only does 450%, and you can use the passives in Threaded Combat to make Arrow Echoes even better.

- Temporal Hounds doesn't work well for enemies spawned with levels in Warden, because unlike the player, they don't necessarily exist on the level long enough to get all 3 dogs. Suggestion: Make it summon 3 dogs instantly when you activate it from not being sustained, and set the cooldown for the overall sustain to 3x the time taken to summon 1 dog.

- The braid effect of Braided Blade is ludicrously powerful when you face monsters that are tough enough to survive getting hit with the braid in the first place. At higher talent levels, the braid deals more damage than all of your other talents combined - literally, because it transmits more than 100% damage.

- Weapon Folding is better now, but it's still not as good as Weapon Manifold; the new Fold Fate effect is even better than the previous one.

- Stasis is a mandatory unlock. Time Shield is your best defensive skill, and Spacetime Stability effectively makes tuning 2.5 times better on a paradox-per-turn basis.

edge2054
Retired Ninja
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Joined: Fri May 28, 2010 4:38 pm

Re: Playtesters needed! (1.3 Chronomancers)

#245 Post by edge2054 »

Weapon Folding and Weapon Manifold appeal differently to different builds. Arrow Stitching and Warden's Call for instance both pair well with Manifold. Braided Blade, Shear, and Blink Blade both can get Manifolds off cooldown quickly but it doesn't really compare to having clones with their own cooldowns.

Conversely clones gaining extra turns from Weapon Folding isn't great. But Braided Blade, Shear, and Blink Blade all feed your energy.

They're different talents. As to Fold Fate, I didn't approach the problem as Weapon Manifold is too good because it's making Weapon Folding look bad, I approached it as how can I make them both fun. If Weapon Manifolds do need a nerf, I am open to balance suggestions on them. Proc rates and cooldowns are very easy to adjust and I simply spitballed a number. No one has really said those numbers feel off so I haven't changed them.

'Mandatory' unlocks I'm fine with. In a perfect world there'd be no such thing but I've never played a zerker without bloodthirst and I don't see that changing in the foreseeable future. But I'll look at Spacetime Stability. Time Shield is Time Shield. A lot of people requested chronomancers have it and now they do.

I'll think about the hounds behavior with NPCs.

Anyway, thanks for the rest of the feedback. I'll look at Warp Blade, Arrow Echoes, and Braided Blade.
Effigy wrote:Strength of Purpose is listed as "passive," but has a sustain cost listed.
I'm not seeing this.
Darkgobbo wrote:When starting a Temporal Warden your left click is bound to shoot so you shoot in melee instead of attacking with your dual weapons
You can unbind it but this has come up enough I set it to unbound by default.

*edit* I just committed a stasis nerf in my local branch. I haven't sent DG a merge request yet but it would remove the will multiplier on spacetime stability and tweak the duration decrease so there's no dead levels. Of the multiplier and the tuning effect I prefer the later.

I also moved static history back to the top of the tree. For Paradox management I think this should help with some of the disparity between flux and stasis.

jdisk
Halfling
Posts: 94
Joined: Wed Aug 13, 2014 4:05 pm

Re: Playtesters needed! (1.3 Chronomancers)

#246 Post by jdisk »

I started a Temporal Warden today and one of the things I noticed is the slow reload speed. Is that a deliberate choice? While I can understand that the TW is not a pure archer, some increased reload speed would fit thematically in Strength of Purpose.

Effigy
Uruivellas
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Joined: Fri Oct 10, 2014 4:00 pm

Re: Playtesters needed! (1.3 Chronomancers)

#247 Post by Effigy »

edge2054 wrote:
Effigy wrote:Strength of Purpose is listed as "passive," but has a sustain cost listed.
I'm not seeing this.
EDIT: My mistake. This seems to have been caused by an addon.

edge2054
Retired Ninja
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Joined: Fri May 28, 2010 4:38 pm

Re: Playtesters needed! (1.3 Chronomancers)

#248 Post by edge2054 »

jdisk wrote:I started a Temporal Warden today and one of the things I noticed is the slow reload speed. Is that a deliberate choice? While I can understand that the TW is not a pure archer, some increased reload speed would fit thematically in Strength of Purpose.
It's deliberate. I approached the problem of ammo from a different angle.

i.e. Wardens use less of it and move faster ;)

ghostbuster
Uruivellas
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Joined: Mon Oct 09, 2006 7:47 pm

Re: Playtesters needed! (1.3 Chronomancers)

#249 Post by ghostbuster »

Just a remark bout TW. I needed some time to understand the behavior when attacking a mob at melee range: if the attack is done with the keyboard (arrows), it will be a melee attack, while if it is done by clicking on the mob with the mouse the attack will be archery.
I find this really non intuitive and switching weapons this way can be annoying, for instance if you are running out of arrows.
More, I frequently play with a laptop, without diagonal keyboard arrows and the only way to perform a melee attack at , say, NW, is by means of the mouse (or by redifining diagonal keys, I know)...
To simplify and to have a more intuitive gameplay, I would suggest that all attacks at melee range are melee attacks, except if they are done through the shoot talent.

edge2054
Retired Ninja
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Joined: Fri May 28, 2010 4:38 pm

Re: Playtesters needed! (1.3 Chronomancers)

#250 Post by edge2054 »

TWs had shoot auto-bound to right click like archers do. I've removed it.

For now you can unbind it yourself by pressing 'm' (default) and right clicking on shoot.

raledon
Wayist
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Joined: Sun Feb 24, 2013 9:20 pm

Re: Playtesters needed! (1.3 Chronomancers)

#251 Post by raledon »

Contingency from the random friendly escort seems a bit strong of a giveaway, since it's a 1 point talent that can easily be a lifesaver. getting a free teleport means that you are no longer in arms reach of something that nearly killed you, and with a bit of luck home free to regenerate.

raledon
Wayist
Posts: 28
Joined: Sun Feb 24, 2013 9:20 pm

Re: Playtesters needed! (1.3 Chronomancers)

#252 Post by raledon »

Chronomancer's Gravity Spike seems not to work as expected:
Expected result is:
1)Damage
2)Deals bonus damage to extra targets
3)Move surviving targets

Actual result:
1)Move targets
2)Damage

Noticed that if I cast it on a free tile with 2 adjacent monsters, one will get full damage, another got 80% damage, and neither got the expected extra damage.

edge2054
Retired Ninja
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Joined: Fri May 28, 2010 4:38 pm

Re: Playtesters needed! (1.3 Chronomancers)

#253 Post by edge2054 »

I'll have to think about contingency. I think that tree overall is really nice and strong, which is good. I think escort rewards should be comparable to Light so people don't feel so screwed when they lose an Anorithil.

On the other hand we could give Spacetime Weaving or Fateweaving. Both nice trees. Dimensional Shift and Wormhole would be okay escort rewards. Not sure out of Fateweaving.

edge2054
Retired Ninja
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Joined: Fri May 28, 2010 4:38 pm

Re: Playtesters needed! (1.3 Chronomancers)

#254 Post by edge2054 »

Okay, going with spacetime weaving. Dimensional Step and Wormhole for escorts.

I'll try to remember to look at Gravity Spike when I have time raledon.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Playtesters needed! (1.3 Chronomancers)

#255 Post by grayswandir »

edge2054 wrote:Okay, going with spacetime weaving. Dimensional Step and Wormhole for escorts.
Noooooooo!!!!
:(
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

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