Skills:
Yea I like the counter attack idea as well. It rewards the tanky give and take life leech play that I really want ritch to have the option of having.- Swallow Fire
Personally, I DO love "counter-attack" talents. "Overshadow" is my single favorite talent in ALL of "OoTS" (besides a certain hidden talent tree that is REALLY hard to unlock and "use"). I could see something like this being a thing-- But let's read on to the other talents...
Fiery constitution was essentially a way to create that tankiness and anti CC attrition stuff you talked about in the warrior avatars. This skill was meant to counteract the downside of you not having any ranged attack at all, which I think is the big thing you lose. It's not so bad to have something you max out. 10 constitution is only 3 levels worth of stats and 35% reduced duration isn't too bad. Obviously it is very powerful but I added in the reduced defense and stealth power to try and compensate.- Fiery Constitution
Pfffft!! Nice try! No way I could give Ritch such an... "Easy" talent like that! I mean-- Who in their right mind WOULDN'T max that?? I mean... It would even reduce the duration of damaging things like Poison without you even needing to lift a finger! No way. Needs more shortfalls-- Too good!
... If I had to suggest a tweak, I would make the detrimental effect reduction scale with Constitution-- This way, the talent's own bonuses could meet the player halfway (since we're asking them to invest in something REALLY bizarre)
That said I do agree that scaling with Con is better. So say 30% at 60 con? or .5% detrimental effect reduction per con? Though you may have to drop it down to .33% effect reduction per con if you think you can scale the percent too high. This also gives blighted ritches even more of a reason to invest in con.
Initially my second idea for blood boil was to give 100% global speed so it can be used both as a gap closer and a melee attack booster (that pairs with sight of red) but I thought that was too powerful, so I turned it into a pseudo flurry instead. I love the life lost thing, it fits so well, now that it has a cost though I think it'd be better to change it back.- Blood Boil
Here's what I would do:
"For [3~5] attacks, your Combat Speed is increased by [200~400]%-- However, each attack will consume [10? Hmmm...]% of your current life. After performing your last attack, you will automatically trigger Swallow Fire if it is being sustained."
Here's my counter blood boil:
For 2/2/3/3/4 turns your global speed is increased by 100/125/150/175/200% However each turn consumes 10%? of your current life (important to note that c current is a lot better than max, it promotes you risking your life because you'll pay less at less hp) each turn that passes. At the end of the duration your remaining blood explodes violently triggering a swallow fire explosion (I never thought of swallow fire as a sustain, though I don't have a problem with it being one. Is that just a coding thing or are you implying you can turn swallow fire on and off so that you can potentially use spit fire while losing most of the trees benefits by not being able to use explosions?)
Yea i like this one the best, it has a kind of elegantness about it that provides good incentives to get crit. The self damage was added at the last second because I thought this tree might be a little too op. But I also don't like it.- Fireblood Swipes
Perfect-- Except for one thing: I wouldn't have it damage yourself!
It's awesome that you're going to implement my idea I really look forward to blowing stuff up and then dying because I got too cocky and lost too much life. We're really thinking on the same wavelength now. If no one else has any ideas ill try to play around with the other two classes after I beat ritch (or run into too much trouble to handle.) I'm currently play testing it now and have a few thoughts written down that I'll add to and give you by the end of my play session.
P.S. When you say bubble test runs does that mean like normal or using cheats?