[1.6.7] Bristlebarb - Thorn class

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Cathbald
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Re: [1.6.7] Bristlebarb - Thorn class

#16 Post by Cathbald »

Huh, those don't prevent all mutation talents ? That's odd. Cool, but odd.
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nsrr
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Re: [1.6.7] Bristlebarb - Thorn class

#17 Post by nsrr »

Played through on the Arena. I hadn't actually played Arena on Insane before, so I'm not entirely sure how to judge it. Seems quite a bit easier than AoA on Insane, probably due to the lack or randbosses? Either way, just wanted to preface my feedback a bit. I did play some on AoA Insane Adventure as well, up through the t2s (died a few times along the way).

Here's the character build: https://te4.org/characters/177873/tome/ ... 1ddc88380a

I went heavy on Mutation and picked up Scoundrel with a cat point, as well. The class doesn't have much in the way of active disables (or active anything) so the passive debuffs were really appealing. Scorn and Thorn makes you incredibly tanky, and the bonus constitution from One with the Thorn makes Conditioning really strong (Vitality at 5/5 healed for about half my max life). I chose Adept and Giant Leap for prodigies. Giant Leap mostly so I could get more multi-kills and rack up points in the Arena.

Flow of the Thorn is not very useful in Arena by the nature of it's open layout and small size, so I hardly invested there at all and hardly used the talents when I did. In AoA I know Painwalker is great if you're stuck in a crowd or trying to reach a tough mob surrounded by a pack of garbage. Thorn Grasp is also nice as a gap closer or an escape in a pinch. Hedge Wall is probably good? Using any talent that saps all of my resources is not something I'm really inclined to do, though, especially when that resource also soaks up damage for me.

I really enjoy the One with the Thorn mechanic. It's amazing how much less time I spent looking at items on my AoA run. My only wish here is that they started with one point in each of the talents to eliminate the awkward period in the beginning where those slots are still somewhat relevant. I realize that would be a pain to try to balance, though. Probably not worth the effort for a problem that disappears after level 12.

The scaling on Controlled Growth seems off. 17% -> 74% - 114% for the growth and something similar on the decay. I didn't notice anything else that stuck out. Thorn Fists has a few awkward spots. Damage drops off a bit before you can put in a second point in, and then it's a pretty big jump. It's a bit smoother between the second and third point and after that it seems fine. Overall, probably not a problem.

Bug: Something with Whipping Instinct is not working quite right. It appears to do what it says it does, but the projectiles are not being removed properly. I didn't notice this in AoA, or even in the Arena until the end, when I noticed this:
Image
Mousing around the area, I found several more of these 'ghost' projectiles.

Minor stuff: I think in the description for Hedge Wall you mean to say 'Expend' all of your thorns instead of 'Expand'. The graphic for Three-Pronged Point has a weird line at the top. I didn't notice in the AoA dungeons, but it stuck out against the sand in the Arena.

Cathbald
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Re: [1.6.7] Bristlebarb - Thorn class

#18 Post by Cathbald »

Arena is way easier until the last boss, who can cause a problem, sometimes. But Bristlebarb is most likely a god in arena due to not caring about 50% of equipment, which is very hard to come by.

I was thinking Scorn and Thorn was atually not very good in current iteration, you want to invest so thorns are less impacted, but you also don't want the treshold to go so high because it will then rarely trigger if you have good defenses. Very useful early/mid though, only later bothers me.

Painwalker i'm wondering if it's in a good place, 1 points is very cool to have but more feels useless, and sometimes you won't be able to use it because poisonous barbs pinned the enemy.
Hedge Wall, when used in the right circumstances, is ridiculous. Every wall will try to grow on every surrounding space. So if an enemy is next to 3 walls, it'll be stunned 3 times and take 3 times the damage... More points reaaaaally makes this talent shine. Totally surrounding someone with the wall means they're dead meat, haha. But even though it's an AoE talent, it's actually way stronger in 1v1, where it can grow the most, if there is 10 enemies, it will stop growing right away potentially.

I like not looking for gear too, this speeds up the early game SO much ! But not having boots until 8 and body until 12 would be awful. I'm hoping for people to actually read the skills before starting so they're not too surprised. Maybe i'll add a comment on char creation.

Controlled Growth scaling is less weird when you think it's 1.17, 1.74, 2.14 i guess.

Thorn fists is, from my experience, way too strong early. In T2 it's ok, and maybe too low in end game. You don't have APR anywhere and CON can only scale damage so high. One with the Thorn gives less CON over 4 items than you could get otherwise. I need more end game reports though.

I'll look up at whipping instincts, think i straight up copied Shoot Down ? But then again, maybe there is another file cleaning up after Shoot Down.

Thanks for the feedback :)
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

Cathbald
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Re: [1.6.7] Bristlebarb - Thorn class

#19 Post by Cathbald »

Alright, new patch :)

I swear (think ? hope ?) there aren't any more bugs this time !

Some early game power reduced, better Path of Pain, buffed several non weapon damage talents.

0.9.3 :
- Thorn Fists only allows to dig sand wall while playing EoR (rather than in every campaign). This is added in Thorn Fists description.
- Fixed Pin Cushion : bonus damage is now properly granted
- Buffed Pin Cushion : higher damage, scales better with talent level
- Changed Scorn and Thorn : now block hits >15% (from scaling 7%-25%) and the cooldown scales with level (from 5 to 6-4)
- Fixed Path of Pain : was triggering Body of Thorn retaliation on yourself
- Buffed Path of Pain : self damage is now reduced based on talent level
- Buffed Painwalker, Thorn Grasp, and Whipping Instinct damage
- Fixed Spine Twirl : radius now properly scales with talent level rather than starting at 3
- Lowered Thorn Fists damage at early talent level
- Added armor pen to Thorn Fists
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

visage
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Re: [1.6.7] Bristlebarb - Thorn class

#20 Post by visage »

Is it intentional that Thorn Grasp won't pull if you're pinned?

Cathbald
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Re: [1.6.7] Bristlebarb - Thorn class

#21 Post by Cathbald »

well i wanted it to be a pull toward enemy/wall at first and then....

fixing it for next patch
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Frumple
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Re: [1.6.7] Bristlebarb - Thorn class

#22 Post by Frumple »

Huh. Interesting add-on interaction -- one I don't think you have any substantial reason to care about doing anything in regards to, but might be neat to hear about anyway -- apparently if you're running a class (or race, in this case) that adds equipment slots, you can not only get the new one, but restore the One with the Thorn removed slot as well. Observed with the Abomination race (which I don't think has been updated in like forever, but still!), which can open up an extra foot (and hand, later) slot with some point investment. When I put the last point in to get its new feet slot, instead of just giving me one new one, it went ahead and restored the one Thorn Walker took away, too.

No clue how/if there's an interaction with races that start with non-standard equipment slots, either. Iirc there's at least one old addon (Xorns or Xarens or something like that) that starts with extra glove slots (among other things), which might have an interesting interaction as well.

I don't think this is really something to care about like at all, but... still. If for some weird reason you really want to add-on proof the bristlebark, that'd be something to work around :P

E: Idle thought: This class should have some sort of interaction with thorny skin totems. Immediate idea would be to get some degree of passive effect while wearing one, based on your one with the thorns talents -- say 5-10% per talent learned (not talent level, mind, so topped at 20-40% with all talents), or 1-2% per talent level. Other thoughts include the totem becoming a sustain (with a thorns cost?) when you're fully one with the thorn (so all kit slots able to be missing are missing), or being able to eat them for like +1 max thorns or 1% thorns damage (respen?) or somethin'. The totems also giving a mastery bonus to your thorn skills while the effect is active could instead be a thing. Just... something. The thorny skin totems should totally do something special for the bristlebarks.

E2: Uh oh. Apparently some traps count as projectiles? Or something. So Whipping Instincts can knock them down, and apparently under the right circumstances nail you for a chunk of thorn damage in the process. Probably not desired behavior, for all the mental image of you getting surprised by a trap and smacking yourself in the face is pretty amusing. Observed with a giant boulder trap while in the infinite dungeon, near as I can tell.

E3: Minor idea: Artifact whip (or a pair?) that functions with the thorns-y stuff would make a lot of sense to me. Wild idea would be to basically have it be the range amplification device, but for all things thorns. +1 range on talents, +1 range on basic attacks, etc. Could even have it be a grow-y thing, that either grows by feeding it stuff (thorny skin totems!) ala the AM gauntlets (which would potentially give it some play outside of the bristleback...) or with character level (or investment in your thorn talent trees)... the range amp would probably be a tier 4 or 5 thing? Could do stuff with it.

PseudoLoneWolf
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Re: [1.6.7] Bristlebarb - Thorn class

#23 Post by PseudoLoneWolf »

What if instead of completely removing the arm slots you allow us to eat (or "imbue") mindstars into our thorn-hands? That sidesteps some of the issue of late game scaling and the inability to use any of the randart equipment we're wading through.

I know that kind of the whole point of the class is to be one that eschews most item management, and to an extent I can jive alongside this for the armor slots because of the stats and effects we get in return. And don't get me wrong, I haven't yet experienced much of this late game scaling, most of my characters rarely even make it east - but, in my uneducated experience, the loss of lategame items, particularly weapons, with affixes is a huge blow to the overall survivability of the class. Beyond that, being able to imbue your hands just makes things more interesting, unlocking ways for you to get more mindpower which can be used in later additions to the mod, and tweaking your damage abilities beyond a very basic "smack this guy for X amount of proprietary damage".

On that note, what is thorns damage? Gut feeling says half and half phys and nature but I couldn't find anywhere that explained it. If it isn't that, do things roll resistance for it? What about respen?
Let slip the toast of war.

Cathbald
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Re: [1.6.7] Bristlebarb - Thorn class

#24 Post by Cathbald »

it is its own damage type, like fire or phys.
nothing roll resistance or damage for it so you're only blocked by all res.

imbuing something like a mindstar could be a good idea, i have no clue how to code that but i'll look out for it. Giving either stats, or on-hit or others.
next patch is gonna fix a couple bugs first though.

Edit : Hadn't seen your edit Frumple, totally gonna put thorn damage on thorny totems !
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

Cathbald
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Re: [1.6.7] Bristlebarb - Thorn class

#25 Post by Cathbald »

Planned changes : Thorny skin totem giving bonus thorn dam. maybe some other item interactions.

0.9.4 :
- Bug fix : Bloody Brier no longer works on cut immune enemies
- Bug fix : Poisonous Barbs no longer works on poison immune enemies
- Bug Fix : Blighted Bristle no longer works on disease immune enemies
- Bug Fix : Thorn Grasp can now pull when you're pinned
- Bug Fix : Thorn Fists now properly gives physical power
- Nerf : Blighted Bristle reduce stats by a lower amount
- Thorn Drag renamed to Thorny Presence
- Spine Twirl renamed to Vine Twirl
- Bug fix : Whipping Instincts no longer hurt yourself when walking on a giant boulder trap
- Bug Fix : Whipping Instincts no longer destroy projectiles outside vision or hit their source outside vision
- Unarmed attack now deal Thorn damage
- Thorn Fists now have a base crit chance, scaling with talent level
- Thorn Fists CON scaling reduced at low talent level. Damage is unchanged at 5/5, lower before
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

Recaiden
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Re: [1.6.7] Bristlebarb - Thorn class

#26 Post by Recaiden »

The boost/penalty from high thorns popping up every turn as you go about your life is quite annoying. What if these only took effect at 45-/55+, or something?
Or if it actually settled at 50 Thorn instead of going 48->51->48->51...
Thorn bar appears full at about 60%

Died to a pair of white mobs at level 1 :roll:

Thorn Grasping someone doesn't break their psionic channels. Is that correct?

Cathbald
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Re: [1.6.7] Bristlebarb - Thorn class

#27 Post by Cathbald »

i haven't figured out how to make it settle well without slowing down the regen/decay based on current level, which impact it at any thorn level and not just near the middle :(
maybe just stop regen altogether in the 45%/55% range rather than the boost/debuff going off at that level.

yeah the bar was like that in testing to better see the color change and i never changed it haha

i didn't think about psionic channel at all, they're so rare. does knockback/other pull break those ?


next patch :
- fixing the resource bar full at 60% and ping pong around 50%
- nerfing the class as soon as i win my run, because it's def too strong :twisted:
- still working on thorny totem
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

nsrr
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Re: [1.6.7] Bristlebarb - Thorn class

#28 Post by nsrr »

Psionic channels used to be broken by any movement, but now forced movements (knockback, pull, etc) do not break them, as of 1.6.5 when Discharge was buffed. Thorn Grasp is a forced movement, so not breaking is consistent.

I'm not sure this change was listed in the change notes; the two talents affected could probably have their descriptions updated to reflect this.

Cathbald
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Re: [1.6.7] Bristlebarb - Thorn class

#29 Post by Cathbald »

So i finished a full run with Bristlebarb and well, they were ever so slightly over-performing :p
They were also far more bumpy than i liked, running around passively damaging people was supposed to be a bigger part of the theme.
And for that, I now introduce a new generic tree !

You will gain boost for well... not doing anything. You will unlock an attack by getting hit enough times. You will murder your global speed so you can... wait... faster ?

Happy murdering ;)

0.10.0 :
- Thorns now properly displayed (full at 100% instead of 2/3)
- Thorns no longer ping pong around 50%. Regen stops at 45%, decay stops at 55%
- Pincushion now display the number of stacks on the debuff so you know how much you'll deal next hit
- Nerf : Scorn and Thorn cd is now 8-6 (from 6-4). You lose more thorns when blocking a hit
- Nerf : all the resists from One With the Thorn talents are lowered slightly
- Bug Fix : Whipping Instinct now properly cost 15 thorns to trigger
- Change : Poisonous Barbs can no longer afflict Spydric Poison. This was messing with Painwalker too much
- Buff : Painwalker debuff duration lowered to 7-2 (from 14-4). Painwalker now use movespeed if it is >100%
- Buff : Three-Pronged Point made more interesting at lower talent level (lower debuff, stronger side attack)
- Buff : Path of Pain +1 range at all talent level, damage buffed some
- Buff : Controlled Growth now more effective at low talent level
- Buff : Hedge Wall cost 50% of your max thorns at most. It lasts 1 turn longer at 1/5.
- Big change : Thorn Fist now gives a single massive thorn weapon. Thorn weapon damage is properly displayed in char sheet.
- New tree ! Root is a generic tree that requires level 10. It gives bonus for staying in place and getting hit.
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

visage
Archmage
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Re: [1.6.7] Bristlebarb - Thorn class

#30 Post by visage »

Cathbald wrote:- Big change : Thorn Fist now gives a single massive thorn weapon. Thorn weapon damage is properly displayed in char sheet.
...and scales off of Strength, apparently.

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