"Odyssey of The Summoner" is OUT!! Find it here...
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- Wyrmic
- Posts: 257
- Joined: Tue Jan 03, 2017 7:12 pm
Re: "Odyssey of The Summoner" is OUT!! Find it here...
I got a Mino to around SWL and I can agree with most of what tabs is saying, I didn't get all the skills in the tree but at least for Headlong Charge, it needs vastly increased movespeed to make it something that I would want to use. I tried to use it as a stand-in for Rush, as I assumed it was intended to be used, and it was just awful. It's poor as an approach skill because you're running slowly enough that things can get many shots off at you, but don't have control of your character so you can't dodge what they do sling at you. Bad combination.
Thrashing was great, though. I like that a lot.
Thrashing was great, though. I like that a lot.
Let slip the toast of war.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@tabs, PseudoLoneWolf
RE: Headlong Charge
Let's up that movement speed then. I can see how it's slow, so why not make it faster?
RE: Thrashing
I worry about its "linear" trade-offs though. However, I'm not quite sure how/where to "cap" it...
RE: Gore
Ugh... This was DEFINITELY something I realized was awkward to use after some practice. I like the mechanic, but it's going to need some revision in the future...
RE: Annihilation
This talent is more-so for when you are surrounded by warrior-type enemies. If you are familiar with "Giant Swings", it's a lot like that, except not as passive.
RE: Headlong Charge
Let's up that movement speed then. I can see how it's slow, so why not make it faster?
RE: Thrashing
I worry about its "linear" trade-offs though. However, I'm not quite sure how/where to "cap" it...
RE: Gore
Ugh... This was DEFINITELY something I realized was awkward to use after some practice. I like the mechanic, but it's going to need some revision in the future...
RE: Annihilation
This talent is more-so for when you are surrounded by warrior-type enemies. If you are familiar with "Giant Swings", it's a lot like that, except not as passive.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
-
- Wyrmic
- Posts: 257
- Joined: Tue Jan 03, 2017 7:12 pm
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Here are my thoughts on Raging Beast now that I have the time to sit down and share them. I sacrificed my T2 Minotaur to Developer Mode in order to play around with some things and see how they work.
Headlong Charge
178% speed at 5/5 doesn't seem like nearly enough for a reckless approach like this. If anything, I'd expect at least 150% at TL1 going up to 300% or even 400% at TL5. Working under the assumption that HC is the Mino's answer to Rush, we should make it at least comparable to Rush. Rush at TL1 covers six squares in one turn - that's equivalent to 600% movespeed, if we're comparing apples and oranges. A typical early-mid game movement infusion will give you between three to five squares of movement in a turn. Headlong Charge gives you.... one square per turn, and some pocket change. Even at max level you never upgrade it enough to move two squares in a single turn. Minotaur's mobility really suffers from this. They don't have an easy or relatively safe way to approach ANYONE. You just walk up at a leisurely stroll while arrows whistle past your horns.
Now clearly there are some balancing factors here, namely the stun/confusion resistance and damage/daze/stun along the line. Unlike Rush, HC can target an enemy behind another enemy and bust through the front-liners to go stomp the mage. I like that a lot. However, that ability gets neutered by getting attacked, a lot of times, by all the guys that you're busting through.
The ability to break through walls seems useless so far as I can tell since you can't target someone for HC unless they're in LOS. You might run into the occasional situation where something dips back behind a wall while you're chasing it and you Kool-Aid Man it to death, but I don't see this being an aux effect that can realistically be put to strategic use.
Suggestion: Headlong Charge is a sustain skill that increases your movement speed by a stacking X% per turn, stacking up to [raw talent level] times, as long as you continue running in the same direction. Drains 15 stamina per turn while active. Changing directions will reset the buff, moving through enemies will throw them to the side and daze/damage them, and disabling the sustain will end the charge with a massive attack that stuns and deals damage.
Example: I start with 100% move speed. I activate HC and run four squares north. Assume my HC's X value is 20%. My move speed will increase to 120% -> 140% ->160% -> 180%. I now turn right. The turn is taken at 180% move speed, but my character's speed is now reset back to 100%. Running through enemies won't affect the speed increase, but disabling the sustain and performing the heavy end attack will reset me to 100%.
Thrashing
Holy shit, Thrashing is crazy awesome. I'd probably prevent this from stacking just to balance it. Gaining automatic melee retribution (on as many attacks per turn as you take, no turn limit) for 42% of your physical damage last turn, when you're a physical damage class, with some pretty strong physical damage talents.... that's nuts. Nobody has phys return like that. You can be made out of spikes and saw blades and you wouldn't have physical return like that (just ask the Saw Horrors). Not to mention that if you dump points into making Helmbreaker reliable, when it procs, I'm pretty sure that will in turn proc Thrashing, since it deals physical damage.... that's an opening for some really absurdly large numbers. That's "have whole orc prides murder themselves on my rock-hard abs" level of numbers.
Suggestion: Luckily it doesn't hang around for longer than 2 turns and only triggers on intentional damage, so you have to keep attacking, but even so I'd probably make it one turn. 42% of the physical damage dealt on your last turn is kept as retribution damage at 5/5. No stacks.
Gore
Honestly, I like Gore. I don't think it's particularly strong, but I like it. It feels like an upgraded Grapple. Does shit damage, sticks a dude to your face, and applies ~50% of all damage you take to him as well. Really, the strongest part of Gore is the fact that Headlong Charge can apply it.
Suggestion: I'd buff this by making the poor limp bastard dangling off your face give you some extra defenses, on account of there being a poor limp bastard in the way of all the swords trying to hit you. +Some Defense and have the victim block/intercept [5%*eTL] of incoming damage instead of just taking the extra damage without blocking any of it from you. This will cause Headlong Charge to have some sort of defense associated with it so you can use it to initiate and be in a good spot at the beginning of your fight, oriented where you want to be in the battle, with one (probably important) enemy disabled and pinned to you, and with some extra defense and damage shaving.
Annihilation
Realistically, I can't think of a reason that I would want this talent. Knockback on a melee class is actively detrimental to what you want to have happen (namely, having the dudes stand next to you, preferably pinned, so that you can knock their teeth out). The turn gain on kill is directly, and notably, inferior to Step Up (and doesn't even give you a whole turn! 83%? What the hell am I going to do with 83% of a turn? Step Up gives you TEN WHOLE MOVES). The buff to HC is... okay, at best. Really, this doesn't seem like something I'd want to spend 8.2 stamina per turn on.
Suggestion: Really, I'd scrap this whole skill and replace it with something new, but that's only my personal opinion. Unfortunately, I'm fresh out of ideas on what to replace it with. I was playing around with the idea of a passive that buffs everything else in the tree, but I don't think that's going to work out very effectively - it'll end up being too strong. Maybe a temporary transformation that buffs other skills a la Wrath/Destroyer? A "Rage Mode" would fit well in the Raging Beast category, after all.
Headlong Charge
178% speed at 5/5 doesn't seem like nearly enough for a reckless approach like this. If anything, I'd expect at least 150% at TL1 going up to 300% or even 400% at TL5. Working under the assumption that HC is the Mino's answer to Rush, we should make it at least comparable to Rush. Rush at TL1 covers six squares in one turn - that's equivalent to 600% movespeed, if we're comparing apples and oranges. A typical early-mid game movement infusion will give you between three to five squares of movement in a turn. Headlong Charge gives you.... one square per turn, and some pocket change. Even at max level you never upgrade it enough to move two squares in a single turn. Minotaur's mobility really suffers from this. They don't have an easy or relatively safe way to approach ANYONE. You just walk up at a leisurely stroll while arrows whistle past your horns.
Now clearly there are some balancing factors here, namely the stun/confusion resistance and damage/daze/stun along the line. Unlike Rush, HC can target an enemy behind another enemy and bust through the front-liners to go stomp the mage. I like that a lot. However, that ability gets neutered by getting attacked, a lot of times, by all the guys that you're busting through.
The ability to break through walls seems useless so far as I can tell since you can't target someone for HC unless they're in LOS. You might run into the occasional situation where something dips back behind a wall while you're chasing it and you Kool-Aid Man it to death, but I don't see this being an aux effect that can realistically be put to strategic use.
Suggestion: Headlong Charge is a sustain skill that increases your movement speed by a stacking X% per turn, stacking up to [raw talent level] times, as long as you continue running in the same direction. Drains 15 stamina per turn while active. Changing directions will reset the buff, moving through enemies will throw them to the side and daze/damage them, and disabling the sustain will end the charge with a massive attack that stuns and deals damage.
Example: I start with 100% move speed. I activate HC and run four squares north. Assume my HC's X value is 20%. My move speed will increase to 120% -> 140% ->160% -> 180%. I now turn right. The turn is taken at 180% move speed, but my character's speed is now reset back to 100%. Running through enemies won't affect the speed increase, but disabling the sustain and performing the heavy end attack will reset me to 100%.
Thrashing
Holy shit, Thrashing is crazy awesome. I'd probably prevent this from stacking just to balance it. Gaining automatic melee retribution (on as many attacks per turn as you take, no turn limit) for 42% of your physical damage last turn, when you're a physical damage class, with some pretty strong physical damage talents.... that's nuts. Nobody has phys return like that. You can be made out of spikes and saw blades and you wouldn't have physical return like that (just ask the Saw Horrors). Not to mention that if you dump points into making Helmbreaker reliable, when it procs, I'm pretty sure that will in turn proc Thrashing, since it deals physical damage.... that's an opening for some really absurdly large numbers. That's "have whole orc prides murder themselves on my rock-hard abs" level of numbers.
Suggestion: Luckily it doesn't hang around for longer than 2 turns and only triggers on intentional damage, so you have to keep attacking, but even so I'd probably make it one turn. 42% of the physical damage dealt on your last turn is kept as retribution damage at 5/5. No stacks.
Gore
Honestly, I like Gore. I don't think it's particularly strong, but I like it. It feels like an upgraded Grapple. Does shit damage, sticks a dude to your face, and applies ~50% of all damage you take to him as well. Really, the strongest part of Gore is the fact that Headlong Charge can apply it.
Suggestion: I'd buff this by making the poor limp bastard dangling off your face give you some extra defenses, on account of there being a poor limp bastard in the way of all the swords trying to hit you. +Some Defense and have the victim block/intercept [5%*eTL] of incoming damage instead of just taking the extra damage without blocking any of it from you. This will cause Headlong Charge to have some sort of defense associated with it so you can use it to initiate and be in a good spot at the beginning of your fight, oriented where you want to be in the battle, with one (probably important) enemy disabled and pinned to you, and with some extra defense and damage shaving.
Annihilation
Realistically, I can't think of a reason that I would want this talent. Knockback on a melee class is actively detrimental to what you want to have happen (namely, having the dudes stand next to you, preferably pinned, so that you can knock their teeth out). The turn gain on kill is directly, and notably, inferior to Step Up (and doesn't even give you a whole turn! 83%? What the hell am I going to do with 83% of a turn? Step Up gives you TEN WHOLE MOVES). The buff to HC is... okay, at best. Really, this doesn't seem like something I'd want to spend 8.2 stamina per turn on.
Suggestion: Really, I'd scrap this whole skill and replace it with something new, but that's only my personal opinion. Unfortunately, I'm fresh out of ideas on what to replace it with. I was playing around with the idea of a passive that buffs everything else in the tree, but I don't think that's going to work out very effectively - it'll end up being too strong. Maybe a temporary transformation that buffs other skills a la Wrath/Destroyer? A "Rage Mode" would fit well in the Raging Beast category, after all.
Let slip the toast of war.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@PseudoLoneWolf
If I were to make changes, they'd probably be something like as follows (keep in mind, this is just off the top of my head, I might be convinced otherwise).
Headlong Charge
Higher movement speed, maybe some damage reduction when doing so-- It's actually a bug that you can't target it through walls. My tester noted that you can STILL use objects/tools when in the middle of a charge, so I'd probably allow the user to use "instant" talents at the very least. As a last resort, maybe I would allow the user to CANCEL the effect by making it a beneficial effect, not detrimental.
Thrashing
I like the idea of making it 1 turn at best. However, what I have in mind is capping the damage retaliation to exactly what your physical power is. That is to say, if your physical power is 60, you can't retaliate higher than 60 damage.
Gore
You're right. It probably SHOULD protect you from some damage. However, would it become... TOO good if the damage you took were reduced by the same amount that is being diverted to the victim...? Hmmm...
... By the way, this talent is VERY similar to "Sacrifice", which is why I can't allow it to step on its toes *too* much...
Annihilation
The additional turn gain might be too low, like you said. However, the knockback effect is there to encourage you to GORE enemies you plan to focus-- Or better yet: Pin them against a wall so that they are not flung away. The best compromise I can think of making here is turning it into an "instant-use" talent so that you might turn it off as soon as the situation becomes adverse. Afterall, it's important to remember: Some of these talents have INTENTIONAL weaknesses to encourage a different style of playing alongside the benefits, such as how "Relativity" makes you blind, or "Wild Swings" causes your attacks to miss frequently. I guess long story short: Give this talent a chance!
If I were to make changes, they'd probably be something like as follows (keep in mind, this is just off the top of my head, I might be convinced otherwise).
Headlong Charge
Higher movement speed, maybe some damage reduction when doing so-- It's actually a bug that you can't target it through walls. My tester noted that you can STILL use objects/tools when in the middle of a charge, so I'd probably allow the user to use "instant" talents at the very least. As a last resort, maybe I would allow the user to CANCEL the effect by making it a beneficial effect, not detrimental.
Thrashing
I like the idea of making it 1 turn at best. However, what I have in mind is capping the damage retaliation to exactly what your physical power is. That is to say, if your physical power is 60, you can't retaliate higher than 60 damage.
Gore
You're right. It probably SHOULD protect you from some damage. However, would it become... TOO good if the damage you took were reduced by the same amount that is being diverted to the victim...? Hmmm...
... By the way, this talent is VERY similar to "Sacrifice", which is why I can't allow it to step on its toes *too* much...
Annihilation
The additional turn gain might be too low, like you said. However, the knockback effect is there to encourage you to GORE enemies you plan to focus-- Or better yet: Pin them against a wall so that they are not flung away. The best compromise I can think of making here is turning it into an "instant-use" talent so that you might turn it off as soon as the situation becomes adverse. Afterall, it's important to remember: Some of these talents have INTENTIONAL weaknesses to encourage a different style of playing alongside the benefits, such as how "Relativity" makes you blind, or "Wild Swings" causes your attacks to miss frequently. I guess long story short: Give this talent a chance!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
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- Wyrmic
- Posts: 257
- Joined: Tue Jan 03, 2017 7:12 pm
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Being able to target HC through walls is going to be god damn hilarious and I so hope you figure out how to do that.
Is there a way to get Track on a Mino without just hoping to loot an item that has it as an active? Or some other way to sense through walls? I don't actually know of any for Avatars right now (besides maybe some stuff on Warhound dealing with sound? I dunno, I never played doggo that much).
The rest of this stuff seems pretty solid, actually. I like the idea of capping Thrashing to your phys power. Annihilation makes more sense when combined with Gore - stick the guy you want to hang onto, knock away everyone else, create yourself a Thunderdome. I still don't like it that much, but I understand the idea behind having some drawbacks and tradeoffs and I'd be willing to use it, particularly in boss battles with lots of adds (ORC PRIDES COUGH).
As for Gore,
[quote=""nekarcos"]However, would it become... TOO good if the damage you took were reduced by the same amount that is being diverted to the victim...?[/quote]
I think it would. Having 50% all damage resistance / transfer while Gored would be way too strong, but lower percentages of transferred damage would make the damage transfer fairly unimpressive (especially in relation to the damage resistance). If you want to keep the two halves in balance, I still stand behind my math, with [5% * effective Talent Level] damage shaving and keep the damage transfer hanging around 45-50%. That'll give you just over 25% at 5/5 (Raging Beast comes in at 1.10x mastery, right?), and cat points / mastery jewelry will raise it slightly but not unmanageably.
I also noted the similarity between Gore and Sacrifice, and I'm not really sure how to go about messing with these two. I think Gore should give the damage resistance to synergize with HC. I think that Gore should not give elemental resistance like Sacrifice does. However, in order to prevent having two skills that both boil down to "stick a dude to your face and wear him like armor", Maybe Sacrifice could be changed? I could get behind adding to combat speed, stamina regen, and health regen (maybe EQ regen as well/instead of combat speed?) while Sacrifice is active, rather than elemental resists.
This also encourages the player to have two enemies impaled at once, with Gore and Sacrifice, pretty much at all times possible. Is that a thing that can happen? I didn't test it. I assume it can happen, but I'm curious how they interact when you have two actors attached to your character tile and trying to move both of them at once.

The rest of this stuff seems pretty solid, actually. I like the idea of capping Thrashing to your phys power. Annihilation makes more sense when combined with Gore - stick the guy you want to hang onto, knock away everyone else, create yourself a Thunderdome. I still don't like it that much, but I understand the idea behind having some drawbacks and tradeoffs and I'd be willing to use it, particularly in boss battles with lots of adds (ORC PRIDES COUGH).
As for Gore,
[quote=""nekarcos"]However, would it become... TOO good if the damage you took were reduced by the same amount that is being diverted to the victim...?[/quote]
I think it would. Having 50% all damage resistance / transfer while Gored would be way too strong, but lower percentages of transferred damage would make the damage transfer fairly unimpressive (especially in relation to the damage resistance). If you want to keep the two halves in balance, I still stand behind my math, with [5% * effective Talent Level] damage shaving and keep the damage transfer hanging around 45-50%. That'll give you just over 25% at 5/5 (Raging Beast comes in at 1.10x mastery, right?), and cat points / mastery jewelry will raise it slightly but not unmanageably.
I also noted the similarity between Gore and Sacrifice, and I'm not really sure how to go about messing with these two. I think Gore should give the damage resistance to synergize with HC. I think that Gore should not give elemental resistance like Sacrifice does. However, in order to prevent having two skills that both boil down to "stick a dude to your face and wear him like armor", Maybe Sacrifice could be changed? I could get behind adding to combat speed, stamina regen, and health regen (maybe EQ regen as well/instead of combat speed?) while Sacrifice is active, rather than elemental resists.
This also encourages the player to have two enemies impaled at once, with Gore and Sacrifice, pretty much at all times possible. Is that a thing that can happen? I didn't test it. I assume it can happen, but I'm curious how they interact when you have two actors attached to your character tile and trying to move both of them at once.
Let slip the toast of war.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@PseudoLoneWolf
RE: Seeing through walls
There are various telepathy objects you can find throughout the game, both random-gen and not. "Noble Animals" get Predation, but Minotaur can still learn it by saving the right type of escort.
Also, my tester somehow found a ring that gave ALL telepathy. ALL telepathy! That's ridiculous!! Why can such a thing be generated?? It's nonsense...!!
RE: Gore damage reduction
Let's see what happens if I cut the redirection in half, but also reduce the damage you take from targets other than the victim by the same amount.
RE: Sacrifice/Gore
"Great Ritual" already gives Combat Speed and such, so it would stack up too much. The idea here is that you will hoist a fire dragon's body above you in order to block the fiery breath of OTHER fire dragons. Needless to say, this is PARTICULARLY effective against Multihued dragons.
RE: Carrying two things at once?
"Gore" behaves more like "reversed" clamping, while "Sacrifice" behaves like a single-target "Swallow Whole"... So they can very much be used together. In fact, some funny things happen if you are goring and clamping at the same time...
Edit: Oh! I DID make Annihilation instant-use. Seems I already thought ahead of myself here!
RE: Seeing through walls
There are various telepathy objects you can find throughout the game, both random-gen and not. "Noble Animals" get Predation, but Minotaur can still learn it by saving the right type of escort.
Also, my tester somehow found a ring that gave ALL telepathy. ALL telepathy! That's ridiculous!! Why can such a thing be generated?? It's nonsense...!!
RE: Gore damage reduction
Let's see what happens if I cut the redirection in half, but also reduce the damage you take from targets other than the victim by the same amount.
RE: Sacrifice/Gore
"Great Ritual" already gives Combat Speed and such, so it would stack up too much. The idea here is that you will hoist a fire dragon's body above you in order to block the fiery breath of OTHER fire dragons. Needless to say, this is PARTICULARLY effective against Multihued dragons.

RE: Carrying two things at once?
"Gore" behaves more like "reversed" clamping, while "Sacrifice" behaves like a single-target "Swallow Whole"... So they can very much be used together. In fact, some funny things happen if you are goring and clamping at the same time...

Edit: Oh! I DID make Annihilation instant-use. Seems I already thought ahead of myself here!

Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
I'm still trying to piece together a bigger post about my opinions of this mod and how hydras work (note that I play with a hellscape of mods so that might affect my opinions; I'll give hydra another shot without as many game changing ones), but I just wanted to pop in with a post to say that, all mechanical problems aside, I really like this addon. It's obvious you put a lot of love and care into this and I conceptually love how much being an animal changes up the process of gameplay, even if gameplay largely remains the same and at times problematic.
Also, Mountaintop Dora is a good name for a Hydra and that's my hideous pun for the day
Also, Mountaintop Dora is a good name for a Hydra and that's my hideous pun for the day
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@Nacht
Appreciated! And to think this isn't even HALF of what I've had planned for a long time!
Appreciated! And to think this isn't even HALF of what I've had planned for a long time!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
... Okay, now I am curious.
Also, note in spoilers forum.
Also also, I also love this addon, and I don't think I said that. Corrected!
Also, note in spoilers forum.
Also also, I also love this addon, and I don't think I said that. Corrected!
Pronouns: They/Them
Re: "Odyssey of The Summoner" is OUT!! Find it here...
So my Minotaur (LINK) has beaten the master (getting yanked from the ambush always bothers me. I want to wreck those guys!) and am on the way East. Thoughts on Worship in particular:
- Sacrifice - I assume this can be saved against, or that there are other checks besides size category and move-ability. Completely removing an enemy from the fight for 10 turns is ridiculous. The resist stealing and damage is secondary.
- Blood Ritual - I don't see the point of this. You already have so many ways to get huge Phys Power as a Minotaur, why would you burn a turn to get a very temporary boost? And with bad damage too.
- Curry Favor - If this were instant I would use it. Casting from far away means I can't close the distance and seal the deal in time. Casting from close in wastes a turn.
- Great Ritual - Love this one. Takes a bit of planning, naturally, but very worth it. I'm unclear about what "refreshing" Curry Favor means in practice.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
I did the orb thing for the Hydra soul and I didn't get the Tri-breath tree 
EDIT: Also I can't seem to recreate the process that led me to being able to wear 12 hats at once.

EDIT: Also I can't seem to recreate the process that led me to being able to wear 12 hats at once.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@Kamani
Answered it (I think).
By the way, for anyone who is curious, THIS is the spoilers thread. We discuss things that might ruin secrets or reveal the plot there. We also discuss things that people discovered hidden in my code. Shhhhh...
@tabs
RE: Sacrifice
Whoops. It *IS* supposed to save against physical. Fixed!
... But I presume your physical power is so high, you wouldn't have really noticed anyways...
RE: Blood Ritual
This talent serves one and only one purpose: Giving you an *obscene* amount of physical power for 1 or 2 attacks, if done correctly. Because of its incredible potential, I purposely haven't tested how much it can be broken-- I want to SEE people break it, and I want to cringe when I discover there's a way to hit 500 physical power via it.
... Basically, this is the "Cut Loose" of Minotaur, where you can potentially reach nonsensical numbers if executed correctly.
RE: Curry Favor
You're right. It's instant-use now.
RE: Great Ritual
When you use Curry Favor, the talent becomes blocked until you kill something else. By using Great Ritual, you can remove the block so that you are able to use it again WITHOUT having to kill something to do so.
RE: Irrelevant note
I've been meaning to mention that "Wild-Heart/Severance" was actually Minotaur's tree, but Ritch also gets it because of the "deluxe content" buff. Hydra and Fire Drake's are coming soon, but "that content" needs to be released first.
@Nacht
Just tested it and got "Breath Hydra" normally. I think my wording was poor and it seemed like you were getting "Hydra Breath" specifically, but you get the entire tree (locked).
... By the way, if you *lose* the fight, you get... Errrm, the "consolation" prize.
Answered it (I think).
By the way, for anyone who is curious, THIS is the spoilers thread. We discuss things that might ruin secrets or reveal the plot there. We also discuss things that people discovered hidden in my code. Shhhhh...
@tabs
RE: Sacrifice
Whoops. It *IS* supposed to save against physical. Fixed!
... But I presume your physical power is so high, you wouldn't have really noticed anyways...

RE: Blood Ritual
This talent serves one and only one purpose: Giving you an *obscene* amount of physical power for 1 or 2 attacks, if done correctly. Because of its incredible potential, I purposely haven't tested how much it can be broken-- I want to SEE people break it, and I want to cringe when I discover there's a way to hit 500 physical power via it.
... Basically, this is the "Cut Loose" of Minotaur, where you can potentially reach nonsensical numbers if executed correctly.
RE: Curry Favor
You're right. It's instant-use now.
RE: Great Ritual
When you use Curry Favor, the talent becomes blocked until you kill something else. By using Great Ritual, you can remove the block so that you are able to use it again WITHOUT having to kill something to do so.
RE: Irrelevant note
I've been meaning to mention that "Wild-Heart/Severance" was actually Minotaur's tree, but Ritch also gets it because of the "deluxe content" buff. Hydra and Fire Drake's are coming soon, but "that content" needs to be released first.
@Nacht
Just tested it and got "Breath Hydra" normally. I think my wording was poor and it seemed like you were getting "Hydra Breath" specifically, but you get the entire tree (locked).
... By the way, if you *lose* the fight, you get... Errrm, the "consolation" prize.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
I don't seem to be getting any extra generic points, when I put points into Inner Animal. Is there something that I'm missing? In my latest run, I unlocked it at level 1 (0.9 mastery), and have put 8 points into it by level 6. No bonus generics so far.
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- Wyrmic
- Posts: 257
- Joined: Tue Jan 03, 2017 7:12 pm
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Yeah to be honest I've never understood the bonus generics thing either. Seems like sometimes I get some and most times I don't. It also seems to always tell me that I'll receive bonus generics up to level 5. What does that even mean? Particularly when I'm already above level 5.Melac wrote:I don't seem to be getting any extra generic points, when I put points into Inner Animal. Is there something that I'm missing? In my latest run, I unlocked it at level 1 (0.9 mastery), and have put 8 points into it by level 6. No bonus generics so far.
Let slip the toast of war.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@Melac, PseudoLoneWolf
To be honest, I've been wondering the same myself. I'll do some investigating into that today, but I could SWEAR it was working correctly when I released it...
To be honest, I've been wondering the same myself. I'll do some investigating into that today, but I could SWEAR it was working correctly when I released it...
Creator of the (rather large) "Odyssey of The Summoner" add-on pack