Verdant Class Pack: v2.3

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

Re: Verdant Class Pack v1.1.1 - Werebeast beta in progress

#91 Post by astreoth »

okay took a quick look at werebeast and here is a bit of feedback

the croc aspect sustain says bear

the class has little to no defenses even for a rouge archtype the best option it seems to have is just going massive armour

psiclaws being a 10 hate sustain, hate being a fixed amount resource does not work well with such sustains the only other hate sustain is doomed's shadow decoy which prevents death and gives you negative life.
also for a hate using class it needs to get its hate recovery ability a lot sooner should move it to the first of its tree

beast aspect sustains being first in their trees, starting out it'd be a lot easier if there were some useful actives available instead, also you can sustain multiples of these which does not quite seem right.

StarKeep
Uruivellas
Posts: 703
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Location: Turtlemire

Re: Verdant Class Pack v1.1.1 - Werebeast beta in progress

#92 Post by StarKeep »

Upon using Diseased Bite.

Code: Select all

stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:153: in function </engine/interface/ActorTalents.lua:135>
Lua Error: /engine/interface/ActorTalents.lua:175: /engine/interface/ActorTalents.lua:153: /mod/class/interface/Combat.lua:467: attempt to perform arithmetic on local 'mult' (a table value)
stack traceback:
	/mod/class/interface/Combat.lua:467: in function 'attackTargetWith'
	/mod/class/interface/Combat.lua:168: in function 'attackTarget'
	/data-verdant/talents/gifts/ritchaspect.lua:103: in function </data-verdant/talents/gifts/ritchaspect.lua:98>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:135>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:175 useTalent
	At /engine/interface/PlayerHotkeys.lua:169 
	At /engine/interface/PlayerHotkeys.lua:161 activateHotkey
	At /mod/class/Game.lua:1967 f
	At /mod/class/Game.lua:1562 fct
	At /engine/interface/PlayerHotkeys.lua:316 
	At /engine/KeyBind.lua:229
Also, uh... something went horribly wrong with Bear Hug's description.

Image
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

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

Re: Verdant Class Pack v1.1.1 - Werebeast beta in progress

#93 Post by HousePet »

The class has little to no defences? It has Stealth, resistance to physical, fire, cold, nature, blight, light and darkness, increased defence, armour, hardiness, life regen and healing factor. What else do you want?

I don't see a problem with a hate cost on a sustain. Its mostly just flavour.

Cursed works okay without any extra hate generators. This class has three hate generating talents in addition to the basic hate generation. It might need a bit more, but why should they be put at the start of the categories? Why do you need a hate recovery ability earlier when you can't use it early anyway?

I'm not entirely happy with the categories starting with a sustain, but I suspect people would be very sad if they couldn't get the nice accuracy boost from Eagle Shape at level 1.
Not sure why you think that using multiple Shape sustains doesn't seem right, so I can't do anything about it.

Damn bugs! (and ritches)
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: Verdant Class Pack v1.1.1 - Werebeast beta in progress

#94 Post by astreoth »

The class has little to no defences? It has Stealth, resistance to physical, fire, cold, nature, blight, light and darkness, increased defence, armour, hardiness, life regen and healing factor. What else do you want?
those resistances are spread out over a lot of sustains so they'll have to compete with actives and each other for equilibrium, defense using classes also have dex as a primary stat and a defense booster, healing and healing factors good though and I don't really use stealth classes enough to say how good stealth is as a defense.
I may have overreacted a bit with the no defenses thing heavy Armour, fungus, and heal mod boost on this class is enough to make it pretty durable like a defensively better wyrmic.
I don't see a problem with a hate cost on a sustain. Its mostly just flavour.
yeah this is more its unusual for hate classes and the ability doesn't seem powerful enough to justify it, more my own preferences than any problem with it.
Cursed works okay without any extra hate generators. This class has three hate generating talents in addition to the basic hate generation. It might need a bit more, but why should they be put at the start of the categories? Why do you need a hate recovery ability earlier when you can't use it early anyway?
cursed does have a hate generator "stalk" first in its tree, gives increasing amounts of hate per hit on the same foe.
huh only noticed the one hate generator and not needing them that early is fair enough but only because the class has 0 active abilities available until level 4 which is not a very good start.
I'm not entirely happy with the categories starting with a sustain, but I suspect people would be very sad if they couldn't get the nice accuracy boost from Eagle Shape at level 1.
Not sure why you think that using multiple Shape sustains doesn't seem right, so I can't do anything about it.
does that accuracy boost actually effect mindstars I know mindstars get accuracy from will instead of dex but I have no idea how they interact with accuracy boosts.
and I've done a lot of mindstar cursed runs and as soon as I got the category I floated all my points from combat accuracy to psiblades and never noticed an accuracy problem, to be fair had a good reserve of will by that point but still might want to double check if that boost actually does anything.
and you can just add an accuracy boost somewhere else you know heck you could tie it into the first active of the tree like the 1.3 wyrmics will have little boosts added to the first talents in their draconic trees.
the multiple sustains being wrong thing eh its more the idea that transformations should be more significant and just not liking having to choose one out of a bunch of sustains instead of any active ability's at start.

just noticed this but with combined snake aspect, rampage, and rabid fury you can reach 75 attack speed and 50 global speed that is a just plain ridiculous amount of speed.

HousePet
Perspiring Physicist
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Re: Verdant Class Pack v1.1.1 - Werebeast beta in progress

#95 Post by HousePet »

I'm not sure -10 to max Hate really counts as a cost. No Hate using ability has a high cost and the healing factor difference is negligible.

Cursed works okay without investment into Stalk, is what I was referring to.

Of course accuracy bonuses apply to mindstar attack. Also you don't have to use mindstars. Rampage does much better damage with a two handed weapon.

The transformations are pretty significant, having 5 of them available at level 1 doesn't really detract from that.

I'm not worried about super speed from Rampage, Snake Shape and Rabid Fury. You would have to spend two category points and decent class talent point investment to get it.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Verdant Class Pack v1.1.1 - Werebeast beta in progress

#96 Post by HousePet »

Uploaded a new version.
Fixed many many bugs.
Shifted all the Shape sustains to slot 4.
Moved Pounce to Wolf Aspect for an early close in talent.
Moved Rabid Fury to Tiger Aspect as its super powerful.
Swapped the position of Diseased Bite and Flame Spit in Ritch Aspect so it isn't 2 melee talents in a row.
Added an icon to Natural Reserves.
Added green flames to the character creation preview and the Rabid Fury talent.
My feedback meter decays into coding. Give me feedback and I make mods.

Celestialer
Low Yeek
Posts: 7
Joined: Sat Jan 10, 2015 8:17 am

Re: Verdant Class Pack v1.1.1 - Werebeast beta in progress

#97 Post by Celestialer »

Is there a way i can have only the Druid class and Wyrmic changes active (such as removing specific files)? Werebeast is cool but i don't want to use it until it's further developed, and the vine lasso and cleansing infusions are ridiculous to deal with as a mana-user/spellcaster in Insane (every 4-5 rare+ mobs will have lasso, -500 mana cleanse, or both, yuck)

HousePet
Perspiring Physicist
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Re: Verdant Class Pack v1.1.1 - Werebeast beta in progress

#98 Post by HousePet »

Not yet, I'll get around to adding settings eventually.

And perhaps the infusions are just OP?
My feedback meter decays into coding. Give me feedback and I make mods.

NemesisZeru
Archmage
Posts: 335
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Re: Verdant Class Pack v1.1.1 - Werebeast beta in progress

#99 Post by NemesisZeru »

Silly question, but...how2verdant? I've tried both Druids and Werebeasts, but the Druid died literally in the first 3 turns, and the Werebeast died before I hit lvl.4. ;4;

Is there some trick to them I'm missing? Ecspecially for Druids? Having trouble figuring them out. So many sustains at lvl.1. @_@

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

Re: Verdant Class Pack v1.1.1 - Werebeast beta in progress

#100 Post by HousePet »

For Werebeast:
Don't spread your points around early. You can only use one active talent per turn, so invest in one.
You don't have to use mindstars, you have a battleaxe in your quickswap slot.

For Druid:
This class is about synergies and hybrid styles.
However, you need some damage to start with, so pick a style to start in.
If you want melee: Invest in Staff Mastery and Zephyr, select Winter as your Season.
If you want caster: Invest in Prism: Light and select Summer.
If you want summoner: Invest in Poison Ivy and select Spring.
My feedback meter decays into coding. Give me feedback and I make mods.

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: Verdant Class Pack v1.1.1 - Werebeast beta in progress

#101 Post by trenggiling »

Hey there.
I see you need skill icons...
Here I made some for the wild-gift/hunter tree.
I might make more latter...
Attachments
WG-H.zip
(16.88 KiB) Downloaded 253 times

HousePet
Perspiring Physicist
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Re: Verdant Class Pack v1.1.1 - Werebeast beta in progress

#102 Post by HousePet »

Awesome, thanks.
My feedback meter decays into coding. Give me feedback and I make mods.

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: Verdant Class Pack v1.1.1 - Werebeast beta in progress

#103 Post by trenggiling »

Here are some for Pi'claws.
Attachments
WC-P.zip
(16.25 KiB) Downloaded 175 times

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

Re: Verdant Class Pack v1.1.1 - Werebeast beta in progress

#104 Post by HousePet »

Added.

Are people finding Werebeast playable now?
My feedback meter decays into coding. Give me feedback and I make mods.

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: Verdant Class Pack v1.1.1 - Werebeast beta in progress

#105 Post by trenggiling »

I don't know...

Oh also, here is the wolf aspect stuff.
Attachments
WC-WA.zip
(10.42 KiB) Downloaded 212 times

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