Tales of Maj'Eyal 1.5 Beta!

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purge383
Cornac
Posts: 38
Joined: Sat Feb 11, 2017 4:56 am

Re: Tales of Maj'Eyal 1.5 Beta!

#376 Post by purge383 »

Scatter Shot talent for archer has a typo and maybe it is not configured correctly. It says it knocksback and stuns in the description, but the scaling text says "daze increases with your accuracy".

EDIT: The Volley talent lets you target beyond max range but does nothing if you try to shoot it.

Mordy
Archmage
Posts: 300
Joined: Tue Feb 10, 2015 1:41 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#377 Post by Mordy »

The new chant/hymns on the first talent of each branch. The stats shown on the tooltip when you are spending generic points are only for the current learned level. It means you don't have a previw of the stats if you spend one point on the talent. It also means when it's still at 0/5 points you see the stats of the chants at TL0 which aren't relevant.

The Tapir
Higher
Posts: 57
Joined: Fri Aug 14, 2015 11:47 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#378 Post by The Tapir »

WHY did GWF get nerfed? Marauder has now lost a huge amount of its killing potential, and alongside the other changes it feels like a completely different class - it went from a high damage, high risk class to one that's only held up by unstoppable from being a flat out inferior rogue. Bulwark also was by no means overpowered and needed GWF to actually deal even moderate damage.

Mordy
Archmage
Posts: 300
Joined: Tue Feb 10, 2015 1:41 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#379 Post by Mordy »

Hymn of Nocturnalist doesn't give neg energy regen if you turn it on while you already have an hymn going on.

ster
Spiderkin
Posts: 492
Joined: Tue Dec 13, 2016 7:05 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#380 Post by ster »

The Tapir wrote:WHY did GWF get nerfed? Marauder has now lost a huge amount of its killing potential, and alongside the other changes it feels like a completely different class - it went from a high damage, high risk class to one that's only held up by unstoppable from being a flat out inferior rogue. Bulwark also was by no means overpowered and needed GWF to actually deal even moderate damage.
gwf was available to every character through tedious methods and this dissuades people from using them

marauder is collateral damage sadly
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
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Mordy
Archmage
Posts: 300
Joined: Tue Feb 10, 2015 1:41 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#381 Post by Mordy »

Shadow Smoke debuff doesn't show the confusion power. It also shows a "-4" stat on the icon itself probably linked to the 4 sight reduction but it's messy how it's displayed

The Tapir
Higher
Posts: 57
Joined: Fri Aug 14, 2015 11:47 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#382 Post by The Tapir »

ster wrote:
The Tapir wrote:WHY did GWF get nerfed? Marauder has now lost a huge amount of its killing potential, and alongside the other changes it feels like a completely different class - it went from a high damage, high risk class to one that's only held up by unstoppable from being a flat out inferior rogue. Bulwark also was by no means overpowered and needed GWF to actually deal even moderate damage.
gwf was available to every character through tedious methods and this dissuades people from using them

marauder is collateral damage sadly
Wouldn't it have been better to remove those methods then? AFAIK there's only skullcleaver and dahktun's gauntlets that give access to GWF, and taking that effect off of those artifacts would solve the issue entirely. That's what happened with the ring ego (focus?) that gave GWF as an active effect, and rather than nerf GWF the ring ego was removed.

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

Re: Tales of Maj'Eyal 1.5 Beta!

#383 Post by HousePet »

Mordy wrote:The new chant/hymns on the first talent of each branch. The stats shown on the tooltip when you are spending generic points are only for the current learned level. It means you don't have a previw of the stats if you spend one point on the talent. It also means when it's still at 0/5 points you see the stats of the chants at TL0 which aren't relevant.
I'm not sure there is a simple way to resolve this.
Mordy wrote:Hymn of Nocturnalist doesn't give neg energy regen if you turn it on while you already have an hymn going on.
DARKGOD! :P
My feedback meter decays into coding. Give me feedback and I make mods.

supermini
Uruivellas
Posts: 800
Joined: Tue May 15, 2012 11:44 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#384 Post by supermini »

Some possessor feedback:

If you possess a vampire with summon ability you can summon infinite undead, and their levels scale with the zone. You can make ruin banshees in high peak.

If you use battle shout to boost your HP while possessing a body, and then unpossess the body while you have the buff, you will effectively have healed the body when you go back in. If you remove any HP boosting items while possessing a body, you will lose that HP permanently.

Psionic block can be extended with timeless to 9 turns and cooldown reduced to 9 turns, so you can get 14 turns of an amazing shield that stacks with other ridiculous talents you can steal. Sky is blue, Timeless is OP.

That's about all the potentially game breaking stuff I could find during one test.

Mordy
Archmage
Posts: 300
Joined: Tue Feb 10, 2015 1:41 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#385 Post by Mordy »

Chant Adept seems to just do nothing at all. I don't get extra light radius at 2/5 and I couldn't get the cure effects to work.
Spending any point at all automatically procs the "effect on hymn turned off" from Hymn Adepct if you had one sustained. It basically procs that effect for free if you keep a few points floating :p
It also procs them when you change level it seems because you can see "+Invis" while sustaining Detection but you do not actually get the buff.

Edit: the text shows up everytime you save in fact.
Edit2: testing with the shield hymn, you actually get the shield effect during the time it takes to save :D

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

Re: Tales of Maj'Eyal 1.5 Beta!

#386 Post by HousePet »

Looks like a typo is blocking Chant Adept from working with Chant of Resistance.
My feedback meter decays into coding. Give me feedback and I make mods.

astreoth
Wyrmic
Posts: 213
Joined: Sat Oct 12, 2013 4:45 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#387 Post by astreoth »

somebody forgot to update the sun paladin escort

random_pal
Wayist
Posts: 28
Joined: Sat Dec 24, 2016 9:18 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#388 Post by random_pal »

The Tapir wrote:WHY did GWF get nerfed? Marauder has now lost a huge amount of its killing potential, and alongside the other changes it feels like a completely different class - it went from a high damage, high risk class to one that's only held up by unstoppable from being a flat out inferior rogue. Bulwark also was by no means overpowered and needed GWF to actually deal even moderate damage.
Apparently, the reason for this nerf was that NPCs using it were too dangerous.
I played a lot of marauder in both 1.4.9 and 1.5 and that's exactly how I feel about it. From awesome to...mmm ok.
1.4.9 felt designed around something and was incredibly fun to play and build, now it just has good trees without being actually able to leverage on any of them.
Talents synergy is is where it's at and is this sense it was a step back.
Last edited by random_pal on Thu Mar 02, 2017 1:11 am, edited 1 time in total.

Jarinex
Higher
Posts: 79
Joined: Sun Aug 23, 2015 5:49 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#389 Post by Jarinex »

Personally, I would rather have multiple talents be good and have synergy, rather than have one amazing talent and the rest of them be underwhelming.

random_pal
Wayist
Posts: 28
Joined: Sat Dec 24, 2016 9:18 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#390 Post by random_pal »

Jarinex wrote:Personally, I would rather have multiple talents be good and have synergy, rather than have one amazing talent and the rest of them be underwhelming.
That's what marauder 1.4.9 had. A lot of small things that made it pretty awesome from mid-game on. When I say "designed around something" I don't mean a single talent.

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