Class Brainstorming: Paradoxal Assassin

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Faeryan
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Class Brainstorming: Paradoxal Assassin

#1 Post by Faeryan »

Right now we have two Paradox classes, a hybrid of everything and a mage.

What I would like to see is a rogue type class utilizing Paradox.

He would of course be wielding daggers or the like, act in close range and sneak a lot.

As opposed to other Paradox classes whose resources start low and raise when casting only to return to normal by resting it would be nice if this class would have Paradox flowing in its veins, so that it would return to safe levels by fighting and staying near enemies. (Sustained skills that would reduce Paradox when enemies are in range or every turn you deal Damage, much like Cursed/Doomed generic tree works)

As for the combat he would be agile combatant, blinking around the battlefield always on the move. Maybe a skill that gives move speed after a hit and then another bonus for getting adjacent to another enemy. Imagine something like activating a movement infusion and then stepping next to an enemy and back away from him to gain bonuses for the attack. With high enough stealth you could do this without extra move infusion since enemies hopefully won't detect you moving next to them.

Some special Paradox anomalies would have to be crafted for them, or at least rule out the nonfitting ones from current anomalies. Uncontrolled teleport every turn for X turns would sound very fitting while summoning of lumberjacks doesn't.

Stealth Paradox sustain would be interesting too. Enter stealth, increasing your Paradox by X each turn spent in stealth. Be there too long and face the consequences but time it properly to enjoy Paradox bonuses for your attack.
Fleeing from battle in stealth would also be interesting as you would have to watch out for anomaly effects.

Some Blindside esque attack would be awesome too. Activate a skill to randomly teleport next to a random enemy for the next X turns attacking each time. This would have to ask for confirmation to continue executing the skill each turn else it would create a several turn uncontrolled combat.

Essentially for this class you would want to stack speed a lot. The class would make use of such existing game features as "Avoid any Damage" and "resist all after teleport" as its class abilities.

I'm just throwing this here for now so that I won't forget it. I already did forget quite a bit of what I had in mind before writing it down.

Feel free to brainstorm about the class.

Edit: Funny, Trying to search for Temporal and Paradox on addons section returned nothing, but just now looking for Chronomancer returned a similar looking class http://te4.org/games/addons/tome/tempusfugit
Stronk is a potent combatant with a terrifying appearance.

Radon26
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Re: Class Brainstorming: Paradoxal Assassin

#2 Post by Radon26 »

there is a temporal infantry in the nullpack.

also... the resource management system.. is that really paradox any more?

Davion Fuxa
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Re: Class Brainstorming: Paradoxal Assassin

#3 Post by Davion Fuxa »

The concept sounds interesting but how different in playstyle might it be in comparison to the Shadowblade. To be honest it might be better to take a different imagination - perhaps of a Paradox Trickster, who is less about the stealthy rogue business and more about deception and confusion.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
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Faeryan
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Re: Class Brainstorming: Paradoxal Assassin

#4 Post by Faeryan »

Davion Fuxa wrote:The concept sounds interesting but how different in playstyle might it be in comparison to the Shadowblade. To be honest it might be better to take a different imagination - perhaps of a Paradox Trickster, who is less about the stealthy rogue business and more about deception and confusion.
Well spoken. SB indeed comes to mind. It's been so long since I last played one that I entirely forgot about the whole class' existense.
Will need to refine the thought further. That's why this thread is here. :)
Radon26 wrote:there is a temporal infantry in the nullpack.

also... the resource management system.. is that really paradox any more?
You mean the Heavy class? It's a bit different from what I had in mind. That is a worthy class though. I played one long time ago and on my opinion it would nicely fit into the base game as well.

As for the resource management system, don't quite understand the question.
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Radon26
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Re: Class Brainstorming: Paradoxal Assassin

#5 Post by Radon26 »

as temporal users use their magic, their power grows more potent, but also unstable.
eventually, at some point reality snaps back, releasing a random effect.
that's how temporal arts go.

you are suggesting, is the more they use it the weaker and more stable it will be.
... did you update your post? i don't remember it being quite that long.

that part.
"As opposed to other Paradox classes whose resources start low and raise when casting only to return to normal by resting it would be nice if this class would have Paradox flowing in its veins, so that it would return to safe levels by fighting and staying near enemies. "

the only part that stays, is potential for anomalies, and they only happen when out of combat...

and as for the part after that... i think "mesmer" had similar description? although, he did not use paradox.

Faeryan
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Re: Class Brainstorming: Paradoxal Assassin

#6 Post by Faeryan »

Yeah, I am constantly editing it when I come up with new stuff.

What I was thinking their Paradox to be is that they lack the ability to bring it down like current Paradox users do right now, which is resting.

Their Stealth skill would grow Paradox in use which is a bit different than with TW and PM in that you use it when off combat, while the other classes don't have Paradox increasing skills to use out of combat. For them it wouldnt even make sense since they can rest it out. Paradox Assassin on the other hand only feels at home in combat and paradoxal energies inside him are waiting to be let out.
The skills themselves would raise Paradox just as with the other classes, difference being that their paradox would return closer to normal when around enemies or attacking them, depending on what skills you spec for.
Having different Paradox cooldown methods, like direct attacks or just being near would allow a more direct, explosive combat with high risk, high reward play or a more lasting one with more subtle paradox growth.

Example: Use only sustain that lowers Paradox moderately when near enemies, or no sustain at all. Sneak behind enemies making your Paradox grow to high level, then devastate enemies with Paradox nearly at anomaly levels.

The other approach would be to use a sustain that reduces your Paradox by set amount when you hit enemies and/or reduce the Paradox cost of skills. This will let you keep Paradox at decent level rather than blowing all out, but on the flipside your skills won't hit as hard due to lower Paradox.

Of course switching these sustains will take a turn and/or have other things to consider so that you can't just casually switch on and off whenever and whichever siitä you the best.
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HousePet
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Re: Class Brainstorming: Paradoxal Assassin

#7 Post by HousePet »

This just sounds like a Paradox Shadowblade. Rogues are about more than just stealth and agility.
Get more creative. :P
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Radon26
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Re: Class Brainstorming: Paradoxal Assassin

#8 Post by Radon26 »

i am getting the class now.
if i think of it as combination of two other ideas... which weren't originally meant for tome world by oh well.
i will try to "compose" something. although, i am not capable of coding, so someone else will have to do it.
and i will try to keep what you wrote into consideration too.

edit
here is what's so far
https://docs.google.com/document/d/16Ox ... sp=sharing
it is set for "all who have link can comment".
i would set it to "all can edit" but i am not sure about random trolls deleting everything...
i can just add someone as editors... later. its 3:21 now... sleep

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