@lunitan
... I still can't believe people got so pissed off just because of a few smileys/emotes... It's ridiculous! *huff, brood*
RE: Flamespit
The weakness is that you "run out of ammo". Also, I wouldn't worry too much about Flamespit out-DPSing weaponry--
It's actually intentionally designed like that. Personally, a big part of Ritch gameplay is conserving weapon durability by using weapons ONLY as a last resort. If you can avoid whacking someone with your precious swords, you DEFINITELY should-- And that's what "Stinger" and "Firestarter" is always trying to encourage.
... Then, we get to talent trees like "Strewn" or "Metal-Rending" that basically say "No, no! By ALL means! Smash their heads with your weapons!"
So, don't feel guilty about this AT ALL! The late game basically DEMANDS that you start using impermanent weapons, because 80% of your encounters from that point on don't have the convenience of giving you the space or peace to casually "kite" your enemies. This is when Ritch starts to shine, as you are forced into MANY close-quarters situations, and have to figure out how to DPS without being DPS'd on (particularly, ALL of the "Prides"). By this point though, you should have some nasty weapons, and A LOT of good talents, so this should be no problem for you... Right??
Also, a very important trick on Ritch is to remember
enemies usually won't use attacks that would endanger their fellows. Even if they do, they're just plain helping you by killing off most of the mob attacking you. So forcing them to line/crowd is an EXTREMELY effective tactic-- This is why I believe Ritch needs SEVERAL mobility tools over defense/protection. If you're strategic, you can constantly force 1v1, and just
LAUGH at how amazingly high everyone's Demoralization is getting (I've managed to get an entire mob to 90-110 once).
Oh-- And damage-wise... Flamespit stayed relevant, in the sense that I still used it a lot (especially to finish off half-dead people)-- But it was hardly my go-to tool for killing anymore. I don't think it will be for anyone else once they get there too.
RE: Healing
Passive: +X% Critical Power, +X% All Resist Penetration
Active (X turns): +X% Life Steal
RE: Activated Life Steal
I have a feeling it won't be necessary.
*looks up at previous section and grins*
RE: The usefulness of "Strewn"
The idea behind this tree is
absolutely throwing away the necessity for accuracy WITHOUT losing damage. Basically, this talent tree is a "melee transitional" for "Firestarter" Ritches. It introduces POWERFUL fire damage talents that each requires the Ritch to man up and get into close-combat range-- But NONE of them require Strength, Dexterity, or even a powerful weapons.
In fact, Ignis Infernus actually PREFERS if you miss a lot.
If this STILL hasn't sold the player yet, then "Flamespark" should, since it's basically the most broken talent with "free" damage/CC I have ever given an Avatar. It is SO strong, I had to make it use up
TWO turns-- At Talent Level 5,
it deals about 570 Fire damage with EACH weapon, knocks back 6 tiles, and blinds for 6 turns-- IN AN AREA AROUND YOU! Not to mention this is considered as
a WEAPON attack, so on-hit effects will apply, weapons with BURST effects will explode, and talents like
Cut Loose will fire off for EACH target you hit. The only catch to this talent... Is that you have to land the hit-- But the enemy's defense is cut in half anyways--
And you can ALWAYS turn on "Wild Swings"... So, how could you
possibly lose??
So... There's no way I can throw away this tree, because it's the only way I'm going to convince these "Firestarter" Ritches to start meleeing-- Because, ultimately, "Flamespit" DOES fall off, and I needed a way to let them down gently... So why not give them a REALLY nasty melee-ish tree that requires Willpower...?
RE: Talent Critique!
- Swallow Fire
Whoa... That's a pretty edgy talent...
Sounds like something a Bligh-- AHEM!! I mean... I DO like the idea of using Ritch's small HP pool as a nasty counter-attack...
But it seems Ritch already gets something EXACTLY like that!
- Hidden Gland
The idea of allowing Ritch to do something similar to Alchemist via Gems might be an interesting concept...
But I dare not step on the toes of any already-existing base-ToME classes...
-- Also, give up with the equipment slots! The main reason Ritch has NO ring-equipping slots is
to force players to wear rings with their mouth slot-- And thus, give Hoarding Beast a useful, damage-related purpose.
... After all,
as soon as Ritch can clasp a Bloodcaller, everything gets REALLY dumb and easy...
- Blood Boil
Hello
Blood Boil! Have you met my friend "
Sight of Red"...?
He basically does
EVERYTHING that you do and more, but
WITHOUT causing his player to die slowly!
... Oh? Leaving so soon? But we just met yooooou!!
- Ignis Infernus...?!?!
Screw that! "
Flamespark" OP!
RE: Nature Hardened active effect
Remember that Natural Combat talents are all designed to be left at either Talent Level 1, or brought all the way up to Talent Level 10.
Nature Hardened's particular usefulness is that it's VERY good for damage-sponging if you are expecting a BURST of non-physical damage-- Especially if you're not really investing into this talent (though, that might sound like blasphemy what with the way I've seen people playing Avatars recently)
Also, another leak:
Passive: +X Maximum Stamina, +X Max Encumbrance
Active (X turns): Die at -X life (X% of maximum life)
AHHH!! WHERE'D THE STAMINA REGEN GO?!?!
*PANIC*
*** In summary:
You have managed to hit MANY nails on the head.
... TOO many nails... You've managed to call out TWO of the changes that I'm making WITHOUT even seeing it...
... I think you know too much.
PS: I think I'm opening up WAY too much... I'm practically TELLING everyone exactly how to play Ritch!