1.3 Chrono Feedback and todo list
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Re: 1.3 Chrono Feedback and todo list
I'm not entirely sure why everyone focuses on the Wormhole + Movement combo. In most cases you are better served by a Lightning rune. The automatic teleport with no actions spent is amazing.
Re: 1.3 Chrono Feedback and todo list
I've yet to find one.elboyo wrote:I'm not entirely sure why everyone focuses on the Wormhole + Movement combo. In most cases you are better served by a Lightning rune. The automatic teleport with no actions spent is amazing.
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Re: 1.3 Chrono Feedback and todo list
PM has (currently): Redux + dimstep for 4-11 turns (depending on race and extension) of dimstepping, wormhole (yes it takes a turn, but combo it with timestop if you're desperate and can't afford a turn), random anomalies (with flux tree they're controllable. Anomaly: Teleport, Anomaly: Blink, and I believe Anomaly: Swap, and Anomaly: Rearrange are both teleports, and of course, lightning rune/phase door/teleport runes.Velorien wrote:What teleports does PM have other than Dimstep and Wormhole? Wormhole as a debuff remover is limited by the fact that it takes two turns and a free space to use, and is shut down by pin. As for Dimstep, it's undeniably powerful, but this also means that it gets used a lot for positioning (at least for TW), and for me it's often on cooldown from that when I need emergency debuff removal.themuffinthief wrote: 2. Dimstep (specifically the debuff removal). This applies to paradox mage as well. I don't think dimensional step on it's own is op, but the fact that both classes have a ton of teleports and drop 3 debuffs per teleport, both are near immune to debuffs. I suggest capping it at 2 debuffs per teleport at most, maybe even 1 (but 2 as a starting point makes sense, I don't think it should be overnerfed)
Additionally, TW has Blink Blade, which is godly but will put you next to enemies when that's presumably the last thing you want in an emergency, and gets shut down by blindness, and Thread Walk, which has no weaknesses that I can see.
TW has Dimstep and wormhole, Blink blade (2 teleports in one), Thread walk, and of course runes. TW also has invigorate to reduce the cd for all of them, and vigilance as another random debuff cleansing tool.
Both classes can teleport 6+ times in a 10 turn fight, quite easily. If you're getting stunned/crippled/confused/etc. more than that, you should have run in the first place.
I don't think dimstep is really needed for positioning. You have plenty of other ways to do that. Pmage has wall creation, dimensional anchor/warp mines/banish (I love the folding tree so much) and gravity, and TW has the advantage of not caring too much whether they're melee or ranged (or if you skip melee, hounds to block the path to keep you safe, or the dim anchor/mines/banish combos). I almost never use dimstep on either class if I'm not debuffed.
Re: 1.3 Chrono Feedback and todo list
edge2054 wrote:I've yet to find one.elboyo wrote:I'm not entirely sure why everyone focuses on the Wormhole + Movement combo. In most cases you are better served by a Lightning rune. The automatic teleport with no actions spent is amazing.
We were talking about removing status effects, right?
I don't think I've been in a situation so bad that 3 effects getting 7 turns knocked off of them two times wasn't enough to get me out of any sticky situation I was in. It also requires no actions and can be used preemptively to negate large hits.
I had a TW that got T5 Lightning-damage arrows and I picked up Elemental Surge just for this bonus.
Re: 1.3 Chrono Feedback and todo list
I meant I've been watching for a lightning rune on my pm but haven't seen one drop yet. Hence wormhole + movement infusion. Mostly I'm doing this for phase pulse shenanigans though 

Re: 1.3 Chrono Feedback and todo list
Oh, I totally read the "yet to find one" as a response to the "better served by a Lightning rune." My bad.edge2054 wrote:I meant I've been watching for a lightning rune on my pm but haven't seen one drop yet. Hence wormhole + movement infusion. Mostly I'm doing this for phase pulse shenanigans though
Re: 1.3 Chrono Feedback and todo list
I'd love to have one. I'm not sure if it was you or someone else I saw mention it and really want to check it out. My Paradox Mage has 4/5 Phase Pulse too so should be fun 
Anyway I'm still debating on Dimensional Shift between percentage scaling (rounded up) and not letting it affect more than one effect at a time. I'm leaning towards the later.
Have their been many complaints about chronomancer rares in chat?

Anyway I'm still debating on Dimensional Shift between percentage scaling (rounded up) and not letting it affect more than one effect at a time. I'm leaning towards the later.
Have their been many complaints about chronomancer rares in chat?
Re: 1.3 Chrono Feedback and todo list
Shantiz, the Stormblade + Warden's Call is insane 

Re: 1.3 Chrono Feedback and todo list
To be filed under your bugs section, it looks like temporal warden clones have some sort of memory leak/garbage collection problem. I have a level 49 warden whom I have to quit and restart every half hour or so as it becomes slow and is using up over a gigabyte of memory. At load time it usually starts with about 200 megabytes of memory usage.
I did some testing in the training room with warden's call and without it. 1000 bump attacks with it had memory go from 200 meg to 800 meg. Without the skill, 1000 bump attacks left it using that original 200 meg of memory range. Although I suspect all of the skills that make clones have this problem.
Saving and reloading seems to clean up the memory. The lua console collectgarbage("count") indicates a large increase in object count after the warden's call attacks (to the tune of 500000 more). Running collectgarbage("collect") to force collection doesn't reduce this count much, suggesting that there is some pointer to these character clone objects which is preventing cleanup.
Otherwise the class is really fun to play.
I did some testing in the training room with warden's call and without it. 1000 bump attacks with it had memory go from 200 meg to 800 meg. Without the skill, 1000 bump attacks left it using that original 200 meg of memory range. Although I suspect all of the skills that make clones have this problem.
Saving and reloading seems to clean up the memory. The lua console collectgarbage("count") indicates a large increase in object count after the warden's call attacks (to the tune of 500000 more). Running collectgarbage("collect") to force collection doesn't reduce this count much, suggesting that there is some pointer to these character clone objects which is preventing cleanup.
Otherwise the class is really fun to play.
Re: 1.3 Chrono Feedback and todo list
Yeah, we're trying to track that one down. It's more of a general issue.
I couldn't reproduce your results on a test character. Grabbed a lot of gear so I think at this point we can rule gear out.
I couldn't reproduce your results on a test character. Grabbed a lot of gear so I think at this point we can rule gear out.
Re: 1.3 Chrono Feedback and todo list
I've just won on Insane Roguelike for the first time, using reworked Temporal Warden. My feedback might be a bit biased since I used addon race (StarKeep's faerie), but here it goes:
Out of Phase (buff after teleport) is inconsistent. When applied by Phase Rune or reapplied by any teleport it's capped at 50def, 40% resist all, 60% reduced duration of new effects, but in other cases (like using Dimensional Step or Threaded Walk) it's uncapped, allowing for maxing all res and getting immunity to any detrimental effects. With +8all max res I was pretty much always at 78% max res, 100 defense and 100% reduced duration of detrimental effects.
It's way too easy to layer defenses. Even capped Out of Phase (which Temporal Warden can easily keep on all the time) itself is much more than most of the other classes have. When coupled with Blade Ward, Guardian's unity, Warden's Focus, Thick Skin, Foresight, Time Shield and Damage Shield he's pretty much unkillable. Also, having ways to both reduce duration of detrimental effects (Time Shield/Perma Out of Phase), removing them passively (Vigilance) and actively (Dimensional Shift) is way to much. I haven't even tried the generic spin tree.
Damage wise they're in pretty good spot - strong but not OP. I've found Temporal Hounds pretty weak though (they're sometimes dying to normal mobs).
Right now it seems that TW all great at everything (they even have great utility thanks to Track-like Precognition and see invi/stealth from Vigilance), and bad at nothing. Out of Phase seems to be main culprit in both too good effect management and too strong defenses. Also, I would recommend not to disable Shantiz's Friendly Fire - with it a melee oriented TW can breeze through all pre-Far East content easily, with the drawback being dazed by your ranged skills. If friendly fire were disabled, I think it would be too strong.
My character: http://te4.org/characters/126694/tome/c ... 0b3b65e56c (Died at Atamathon)
Out of Phase (buff after teleport) is inconsistent. When applied by Phase Rune or reapplied by any teleport it's capped at 50def, 40% resist all, 60% reduced duration of new effects, but in other cases (like using Dimensional Step or Threaded Walk) it's uncapped, allowing for maxing all res and getting immunity to any detrimental effects. With +8all max res I was pretty much always at 78% max res, 100 defense and 100% reduced duration of detrimental effects.
It's way too easy to layer defenses. Even capped Out of Phase (which Temporal Warden can easily keep on all the time) itself is much more than most of the other classes have. When coupled with Blade Ward, Guardian's unity, Warden's Focus, Thick Skin, Foresight, Time Shield and Damage Shield he's pretty much unkillable. Also, having ways to both reduce duration of detrimental effects (Time Shield/Perma Out of Phase), removing them passively (Vigilance) and actively (Dimensional Shift) is way to much. I haven't even tried the generic spin tree.
Damage wise they're in pretty good spot - strong but not OP. I've found Temporal Hounds pretty weak though (they're sometimes dying to normal mobs).
Right now it seems that TW all great at everything (they even have great utility thanks to Track-like Precognition and see invi/stealth from Vigilance), and bad at nothing. Out of Phase seems to be main culprit in both too good effect management and too strong defenses. Also, I would recommend not to disable Shantiz's Friendly Fire - with it a melee oriented TW can breeze through all pre-Far East content easily, with the drawback being dazed by your ranged skills. If friendly fire were disabled, I think it would be too strong.
My character: http://te4.org/characters/126694/tome/c ... 0b3b65e56c (Died at Atamathon)
Last edited by Scol on Mon Mar 23, 2015 4:14 pm, edited 1 time in total.
Re: 1.3 Chrono Feedback and todo list
Fixed out of phase stacking thanks 

Re: 1.3 Chrono Feedback and todo list
I've increased the Paradox cost on most defensive talents by about 100%. In general defensive talents will be twice as costly as offensive ones.
I've set durations to scale with Paradox. Unlike Extension it rounds down.
I haven't adjusted any sustain costs. They'll have to wait for a bigger update as they'll mess up current paradox values.
I reduced the damage hounds do a bit.
Dimensional Shift now only affects one status effect.
Redux only affects one spell but eliminates the cooldown (so you can use it with Dimensional Step). Cooldown reduced to 12. Still uses energy for now.
Nerfed Energy Decomposition values.
Increased the cooldown on Guardian Unity too 10.
Shantiz no longer destroys friendly projectiles.
Effect reduction and resist all on teleport now subject to diminishing returns.
Shoot is bound to left click at birth again.
Spacetime Tuning now uses a flat number each turn so it can't be cheesed with preferred paradox.
I think that's about it.
I've set durations to scale with Paradox. Unlike Extension it rounds down.
I haven't adjusted any sustain costs. They'll have to wait for a bigger update as they'll mess up current paradox values.
I reduced the damage hounds do a bit.
Dimensional Shift now only affects one status effect.
Redux only affects one spell but eliminates the cooldown (so you can use it with Dimensional Step). Cooldown reduced to 12. Still uses energy for now.
Nerfed Energy Decomposition values.
Increased the cooldown on Guardian Unity too 10.
Shantiz no longer destroys friendly projectiles.
Effect reduction and resist all on teleport now subject to diminishing returns.
Shoot is bound to left click at birth again.
Spacetime Tuning now uses a flat number each turn so it can't be cheesed with preferred paradox.
I think that's about it.
Re: 1.3 Chrono Feedback and todo list
Time Skip seems to be horribly overpowered against single opponents. Boosted with one point of either Extension or Matrix it has cooldown equal to duration, allowing you to keep a single enemy time skipped until it fails, which doesn't happen very often. Since it also does damage it essentially lets you kill single enemies with impunity.
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.
Re: 1.3 Chrono Feedback and todo list
Time Skip gives continuum destabilization. Last night, on normal, I managed to land it once against Elander.
That said the stair scum abuse with it needs to be fixed.
Something else I'd like to do is reduce the sustain cost on all spellbinding talents by 50%. Possibly other 'offensive' sustains as well, but not defensive ones.
That said the stair scum abuse with it needs to be fixed.
Something else I'd like to do is reduce the sustain cost on all spellbinding talents by 50%. Possibly other 'offensive' sustains as well, but not defensive ones.