following a short discussion in in-game chat about wyrmics being all over the place, I had this idea to make wyrmics be re-designed to not be all over the place, and make the magic drake categories not suck
so, you click wyrmic on the character creation screen, and then you click play, but first, you'll get a dialouge box before leaving the character creation screen asking you to pick a wyrmic subclass: the subclasses are sand wyrmic, fire wyrmic, cold wyrmic, storm wyrmic, venom wyrmic, undead wyrmic(if unlocked), and scourge wyrmic(if unlocked)
the levelup screen of a wyrmic will not have access to all 7 types of wyrm's class categories, but they'll instead have access to the class category of just the aspect that they picked, as well as an advanced version of their aspect's category(locked, 10-22 category); all subclasses of wyrmic will still also have access to shield offense, two-handed assault, and combat techniques(locked)
and maybe there could also be a class talent category for general draconic stuff?
multi-hued will not be included as a possible class category, but would instead be a class evolution that does... something indicative of the name, seeing as how multi-hued wyrms are flat-out stronger than all other types of wyrms
perhaps that something could include a full refund of all of your class talents and giving you every wyrm aspect's normal and advanced talent trees, and possibly also giving you free talent points into many certain class talents
one thing, though; undead wyrmic wouldn't make much sense if you aren't... undead; perhaps undead wyrmic could be undead-only and involve getting different generic talents than other wyrmics have access to?
wyrmic re-vamp idea
Moderator: Moderator
Re: wyrmic re-vamp idea
I'm a fan of Recaiden's redesign: https://te4.org/games/addons/tome/revamped-wyrmic
It's something along the lines of what you suggest: initially you'll focus on one element, you can include more elements later, and it revamps the basic design so that utility, defense, and attacks aren't spread all over the place.
It's something along the lines of what you suggest: initially you'll focus on one element, you can include more elements later, and it revamps the basic design so that utility, defense, and attacks aren't spread all over the place.
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- Halfling
- Posts: 83
- Joined: Mon Apr 10, 2017 3:39 pm
Re: wyrmic re-vamp idea
Your proposal is a lot of work, as it would require DG to adjust the powerlevel of the different Wyrmic trees substantially to accommodate for the rest falling away. I'd rather have wyrmic unlock different trees during their playthrough via points, that'd be far easier on the development and not require 7 or so functional subclasses.
... On an unrelated sidenote "clicking" wyrmic reads pleasantly similar to "dicking" wyrmic... because we "Clearly" need more wyrmic fanfics^^
... On an unrelated sidenote "clicking" wyrmic reads pleasantly similar to "dicking" wyrmic... because we "Clearly" need more wyrmic fanfics^^
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- Halfling
- Posts: 111
- Joined: Wed May 23, 2012 1:19 am
Re: wyrmic re-vamp idea
From the point of view of the Wyrmics, the only thing wrong with their class is that they can't grow tails. Mb wings too. But they all really want tails.
Just saying.
Just saying.