Demonfist Class

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Shad3
Higher
Posts: 45
Joined: Thu Jan 13, 2022 3:45 am

Demonfist Class

#1 Post by Shad3 »

Get it here.

Adds Demonfist, a Corrupted subclass. Require Ashes of Urh'rok DLC

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A Demonfist is an unarmed combatant who derives their powers from demonic corruption.

They use techniques that are meant to be used in sequence, dealing devastation upon completing each sequence.

nsrr
Sher'Tul
Posts: 1128
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: Demonfist Class

#2 Post by nsrr »

An unarmed demon class, you say?

What a very, very cool idea!

:mrgreen:

Really interested to see your take on it, this might get me to play ToME for the first time in ages :)

Mr Frog
Thalore
Posts: 148
Joined: Wed Mar 25, 2020 4:28 am

Re: Demonfist Class

#3 Post by Mr Frog »

Just had a short and frankly embarrassing run (oof). Feels a bit weak, I don't think I've EVER died to The Possessed on Normal. Granted I had some really comically poor rolls (I missed the stunning attack twice in a row!) and I just spent the past while playtesting Puppeteer which if anything is probably much too strong and significantly eroded my ability to play ToME.
I didn't really invest enough in Dexterity or Weapon Accuracy so I was struggling to hit things, which I think is something I'd do differently in a future run. Something I immediately noticed is that the class has no easy access to stuns, its only stun being on a t3 skill that requires 4 turns of prep, but it has passive flat DR which looks like it can go pretty high so its defenses are probably good enough just from that when played by someone without brain rot (lol).

The stance combo system is SUPER cool and reminds me of Animist, I'd love to see a class that does this in basegame. I note that being in a stance is a buff so it can be removed at will by right clicking to reset your combo, which I'm not sure is desired.

I kind of wish there was 1 more unlocked and unlockable class tree, but that's my personal preference. I found managing the stance combos to be dense enough that I didn't find myself wishing for more buttons. It's a weapon class so a lot of the talents are 1-pointers anyways with mediocre return on additional investment; of note is Acid Spike which only goes up in power by about 20% from TL1 to TL5 with no other benefit, which I'm not sure is desired.

I think this class is really cool conceptually with a very strong and easy to understand fantasy and play structure. I do think you should make the description on the addon page and forum a bit more verbose because while it does touch on the combo system a bit I don't feel it really does justice to the way the class plays which I found to be pretty unique and interesting. Even though the class felt a bit weak I really felt like a demon kung fu master

Mr Frog
Thalore
Posts: 148
Joined: Wed Mar 25, 2020 4:28 am

Re: Demonfist Class

#4 Post by Mr Frog »

Started a new run with a couple extra points in Dexterity to get Light Armor Training and also making a point to get Weapon Accuracy points in and so far it's gravy, might have to take back calling the class weak lol

Granted I'm playing as a Wood Sprite, which is a somewhat imba race, and got Faetouched's dubiously balanced t1 gloves that have 20 apr for some reason and have a 7% chance of giving you three turns of auto crit on hit (I... might want to nerf that thing if I ever go back to Faetouched)

Like with Brawler the flat DR keeps you very safe against a lot of things, although I'm even in midgame yet so it's hard to tell lol

gonna write some more once I finish t2s

Shad3
Higher
Posts: 45
Joined: Thu Jan 13, 2022 3:45 am

Re: Demonfist Class

#5 Post by Shad3 »

Thanks for trying my adddon!
You indeed needs some accuracy (Dex IS one of the important stats soo...)

The combo being a buff is deliberate so that it can be hit by dispels, though them being able to be self-canceled is not deliberate. But it honestly shouldn't change the flow much since you can use other talents to change line (thus reset combo anyway).

As for talent level investment being mediocre, yeah, I do feel that too a bit. Though the problem is that, as you noted, they are weapon talents so giving them too much growth risks getting their powers out of hand. I'll take it into consideration for future updates.

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