Class: Gardener [b42]

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
darkyr
Low Yeek
Posts: 8
Joined: Mon Feb 25, 2013 6:59 pm

Re: Class: Gardener [b42]

#16 Post by darkyr »

I tested this class last week-end, and the monk too, so I give you my impressions :

First, congratulation, that's very well-done, with some interesting gameplay. The monk in particular is great, though you might want to give a stronger bonus to tier1 stance talents or the first of this talent, in order to make the user try to change stance very often according to the situation. Otherwise you spend most of your talent points in a single branch, and for instance I spent all my first levels in tiger stance. About the gardener, I would say it is too easy. In particular the positive energy bar is far too easy to fill (you can even fill it when out of combat and it will take ages to decay). You could reduce the positive energy production, and maybe increase the bonus a full bar gives. Then I think the summons do too much damage, they should probably stick to a role of filling the space and using talents such as pinning which prevent enemies from touching you, while you use you direct damage to kill them (so that we don't have the situation of the summoner class, which spend most of his time hitting the "wait" key when his summons do the job).

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Class: Gardener [b42]

#17 Post by Sradac »

if you're going to talk about how its too "easy" to fill positive energy, might as well aim that statement towards sun paladins and anorithil too

Not that a big of a deal.

Also, this addon has been dead for a long time so dont expect grays to respond anytime soon ;)

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Class: Gardener [b42]

#18 Post by StarKeep »

I just want to say, I LOVE the risk-reward feature of the Mold tree.
If you can manage to bide your time until they are fully deployed, the Mold-Beam can easily just decimate bosses.
Loving the Mega-Mold ability as well, for the same reason. Kind of wish I was able to auto-explore with him, but I understand how that could be a problem balance wise. I just wish that the sustain went on cooldown when he died while auto-explore is on.

I didn't know that Gardeners were so poor, that they started nekkid though.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Class: Gardener [b42]

#19 Post by Radon26 »

i came to check because of house pet.
this mod has nod been updated for just over 3 years...

1) the tree talents have no textures
2) the vanialla celestial class tree has been replaced by the new one, or at least that's what i think has happened.
you get the Sun Pal's celestial/sun, instead of the anorithil's, celetial/sunlight. pretty sure the current celestial/sun did not exist back then.
3) it seems to break the inspect/talent screen when on enemies.
error = "Lua Error: /engine/interface/ActorTalents.lua:686: attempt to index local 't' (a nil value)\
At [C]:-1 __index\
At /engine/interface/ActorTalents.lua:686 getTalentLevel\
At /data-grayswandir-gardener/talents/gifts/luminous-mold.lua:143 talent_levels\
At /data-grayswandir-gardener/talents/gifts/luminous-mold.lua:161 stats\
At /data-grayswandir-gardener/talents/gifts/luminous-mold.lua:240 info\
At /engine/interface/ActorTalents.lua:80 info\
At /mod/class/Actor.lua:5468 getTalentFullDescription\
At /mod/dialogs/CharacterSheet.lua:1036 sort_talents\
At /mod/dialogs/CharacterSheet.lua:1119 drawDialog\
At /mod/dialogs/CharacterSheet.lua:140 switchTo\
At /mod/dialogs/CharacterSheet.lua:51 on_change\
At /engine/ui/Tab.lua:92 select\
At /engine/ui/Tab.lua:53 fct\
At /engine/Mouse.lua:56 receiveMouse\
At /engine/Mouse.lua:94 delegate\
At /engine/ui/Dialog.lua:602 mouseEvent\
At /engine/ui/Dialog.lua:343 fct\
At /engine/Mouse.lua:56 "
seen = true
reported = false

pls, update it or ask houspet to make his own. existence of this mod is currently preventing him from adding his own to the verdant pack.

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Class: Gardener [b42]

#20 Post by Micbran »

Well, if HousePet is planning on adding this to Verdant, he'll need to contact grayswandir and ask for permission to fork it. Since, based off the feedback being left here at least, this addon seems to be very fun to play, I would love for it to be continued.
A little bit of a starters guide written by yours truly here.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Class: Gardener [b42]

#21 Post by Radon26 »

1) the last update to the mod was just over 3 years ago, and the last entry in the character vault was something like 28 weaks ago.
2) it was me who suggested it to him (at the time i didn't knew of the gardener.), and he declined saying there already is gardener.
3) aside from the plant theme, and another person suggesting positive to add to the idea, florist has noting to do with gardener.

my idea, was based around flowers, and the 4 nourishing elements.
gardener is about luminous moss and the trees, as well as a lot of celestial talents.

yet housepet still says no...

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Class: Gardener [b42]

#22 Post by HousePet »

You are reading way too much into me mentioning this class.
My feedback meter decays into coding. Give me feedback and I make mods.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Class: Gardener [b42]

#23 Post by Radon26 »

regardless, it was your excuse to not doing it, so i came here to ask the only person who can, to destroy that excuse.

well, there is also Dark god, but he doesn't concern himself with the wishes of us mortals.

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Class: Gardener [b42]

#24 Post by Micbran »

IIRC (I'm too lazy to check), HousePet only mentioned that there was already a equilibrium/positive energy class. As for your class idea, Radon, it sounds quite similar in both theme and function to Druid, only more plant based. Might explain HousePet's lack of acceptance of your idea.

Anyways, you might be better off PMing gray or HousePet next time rather than bringing up the point in some obscure forum.
A little bit of a starters guide written by yours truly here.

Post Reply