Block Update - Testable!

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HousePet
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Re: Block Update - Testable!

#16 Post by HousePet »

Oh you are talking about how the block value is used up even with Eternal Guard. I couldn't work out what you were referring to. :P
That is a potential issue. Hrm, this was not an intentional effect. However I don't really think -300 damage from every hit for 5 turns is overly balanced either.
Bleh, I made a couple of shield egos that cause a retaliatory explosion when the block value is expended, so I changed Eternal Guard so that block could be expended with it.
I guess I can change it back to no degradation and no block value multiplier and have the ego explode when block expires regardless of damage absorbed?
My feedback meter decays into coding. Give me feedback and I make mods.

FreePaperclips
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Re: Block Update - Testable!

#17 Post by FreePaperclips »

HousePet wrote:Oh you are talking about how the block value is used up even with Eternal Guard. I couldn't work out what you were referring to. :P
That is a potential issue. Hrm, this was not an intentional effect. However I don't really think -300 damage from every hit for 5 turns is overly balanced either.
Bleh, I made a couple of shield egos that cause a retaliatory explosion when the block value is expended, so I changed Eternal Guard so that block could be expended with it.
I guess I can change it back to no degradation and no block value multiplier and have the ego explode when block expires regardless of damage absorbed?
I gotcha. I thought that was a "feature." I agree about 300/5 turn thing. Having a one turn tax every three turns and one turn out of three undefended still felt OP as you approach High Peak (although I confess to a couple deaths there anyway). And that was after two prodigies and a substantial skill investment.

I can also see how automatic retaliatory effects could make short cds into a problem.

The thing is: any player who invests so much of their build into something needs it to work. Two turns out of five just isn't worth that investment. A weaker effect would be better then long periods of nothing.

I've had discussions in chat with bpat, Sheila and some of the other "Master-class" players who are convinced that Block is a waste of a turn NOW.

Edit: That wasn't meant to sound like I think I'm anywhere near their league. Just that I ask them questions.

bpat
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Re: Block Update - Testable!

#18 Post by bpat »

Haven't tested this but it sounds pretty great from what you've written. In regards to counter attack on incomplete block, perhaps you would automatically get a counter attack proportional to the amount of damage blocked. So if you block 20 of a 50 damage hit, you would get a +40% damage counterattack rather than a +100% damage one. That may be a bit too strong on some classes but I think it's worth considering.
My wiki page, which contains a guide and resource compilation and class tier list.

HousePet
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Re: Block Update - Testable!

#19 Post by HousePet »

As an alternative to the damage shield like mechanics, we could go with an unlimited absorb amount but a much lower reduction per hit. Or perhaps Eternal Guard could be a sustain that does that all the time but disables Block.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Re: Block Update - Testable!

#20 Post by HousePet »

So has anyone had a chance to try test and would like to say anything?
My feedback meter decays into coding. Give me feedback and I make mods.

MisiuPysiu
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Re: Block Update - Testable!

#21 Post by MisiuPysiu »

Hey HousePet,

First of all - thanks for the great work on a difficult topic. Block is one of the more important mechanics in the game and currently its quite lackluster.
I tried the new mechanics on a Stone Warden, hoping (course I understood so), that the block is an instant cast now. Block still costs a turn. Is it WAI or a bug?

Best Regards,
MisiuPysiu

HousePet
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Re: Block Update - Testable!

#22 Post by HousePet »

Its working as intended. I don't know why you would think it was instant.
My feedback meter decays into coding. Give me feedback and I make mods.

bpat
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Re: Block Update - Testable!

#23 Post by bpat »

I think mind save should reduce mind damage, instead of spell save.
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HousePet
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Re: Block Update - Testable!

#24 Post by HousePet »

Possibly, but that means that the exception has to be clearly documented. Also, many sources of mind damage already have a mind save for half.
My feedback meter decays into coding. Give me feedback and I make mods.

Mordy
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Re: Block Update - Testable!

#25 Post by Mordy »

HousePet wrote:Possibly, but that means that the exception has to be clearly documented. Also, many sources of mind damage already have a mind save for half.
Isn't the save baked into the mind damage type itself? It'd make it so that ALL sources of mind damage have that save.

HousePet
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Re: Block Update - Testable!

#26 Post by HousePet »

You can flag it on and off.
My feedback meter decays into coding. Give me feedback and I make mods.

0player
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Re: Block Update - Testable!

#27 Post by 0player »

Barging in, what do you think about some reduction on all hits mechanic (maybe mixed % and flat) but only from a certain direction? It'd make sense for a shield and would really bring out the flavor. And have a well-defined weak point, too.

Just make it so you can't change it too often ;)

HousePet
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Re: Block Update - Testable!

#28 Post by HousePet »

My initial thought to directional blocking was "OH GOD". :lol:
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0player
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Re: Block Update - Testable!

#29 Post by 0player »

That is so you, dear HousePet, yet really nonspecific. :P

HousePet
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Re: Block Update - Testable!

#30 Post by HousePet »

I was thinking about the amount of work required. XD
My feedback meter decays into coding. Give me feedback and I make mods.

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