Death Knight Class

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Goblinz
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Death Knight Class

#1 Post by Goblinz »

So I have made a death knight class that has reached playable stages. of the 5 planned trees 4 are done. and the last one is missing one talent projects

So here is tree outline - old and to lazy to update but mostly correct

Deaths Presence
Deaths chill - deal AOE cold damage around self
Presence of death - reduces cool down and increases damage of other talents in the tree
Aura of annihilation - for some time deal darkness around your self
aura of leaching - deals damage and increases vim and health

Survivors fortitude
Glancing blows - chance that attacks will deal less damage
Spiteful endurance - elemental attacks heal you a bit
Deaths endurance - when you kill things your defense is boosted
Last grasps - when below 20% health activate for a increase in resist all

Deaths warrior
Draining blow - blow deals blight damage and heal a bit
Sweeping blow - attacks grid in a row
Leeching blows - adds darkness damage to your blows for a bit and it heals you and increases vim
Nether blade - while sustained your blows deal 500 percent darkness damage and can insta kill you lose health whenever you kill something

Tricks of death
Deaths march - move slowly but increase Armour, attack ,damage and APR
Extol damage - clears negative effects and deals blight damage to those around you for each one removed
Survivors will - increases saves
Deaths gifts - increase health and spell power

That is all for now. Any ideas or suggestions are welcome.
Attachments
Goblinz DeathKnight v .7.zip
finished last talent
(75.55 KiB) Downloaded 232 times
Goblinz DeathKnight v .61.zip
made on 23. has other stuff
(75.46 KiB) Downloaded 186 times
Last edited by Goblinz on Sat Aug 13, 2011 8:59 pm, edited 3 times in total.
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jotwebe
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Re: Death Knight Class

#2 Post by jotwebe »

Some ideas for (maybe better) names

--Death's Presence
  • Death's Chill
  • Nearness of Death: Different style of naming to indicate it's not an aura
  • Death's Shadow
  • Death's Wages
--Survivor's Fortitude (Fortitude of the Immortal)
  • Glancing Blows
  • Tenacity of Spite
  • Endurance of the Reaper
  • Last Gasps
--Death's Warrior
  • Lifestealer
  • Reaper's Sweep
  • Feast of Darkness
  • Nether Blade
--Death's Mysteries
  • Death's March
  • Shedding the Mortal Coil
  • Triumph of the Will
  • Death's Gifts
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Grillkick
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Re: Death Knight Class

#3 Post by Grillkick »

Hey Goblinz, I really like this class idea- it has a lot of flavor. :) Also, I would definitely go with the names that Jotwebe came up with, I think that they are more thematic.

darkgod
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Re: Death Knight Class

#4 Post by darkgod »

Yeah continue dev, it's nice :)
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Goblinz
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Re: Death Knight Class

#5 Post by Goblinz »

Okay I am back with the death knight. It is nice to see people enjoying/liking the class. jotwebe Because you posted the ideas as a suggestion I am going to assume that it is okay to use them with out asking for permission. I am using most of them and those will be around next release. In the next release there will also be the 5th talent tree and some bug fixes/balance (death's march was giving an extra 120% energy).

The fifth tree is the "fallen comrades" tree that revolves around calling old comrades from ancient battles to aid you.

fallen comrades

Call the fallen. while active you summon up to a max of X comrades to aid you in your fight (think summon shadows but actually engage the enemy.

Death frenzy - temporally increase the speed of the fallen by X and your self by some fraction of X

Power of the dead - adds darkness damage to their attacks and you can activate it for some darkness damage to your attacks

fall of the fallen - when the fallen die they hurt enemies around them

So that is the plan so far. Any alternate names or ideas are welcome. I hope that you guys can suggest either replacement for those above and other talents to add one more tree (feel free just to post a single talent). Also for those who have played them any feedback on the balance of the current talents would be nice (is something to good?)
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jotwebe
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Re: Death Knight Class

#6 Post by jotwebe »

jotwebe Because you posted the ideas as a suggestion I am going to assume that it is okay to use them with out asking for permission.
Sure, that's what I posted them for. Glad you like 'em :D

I mostly like the latest ones, but some alternative names for the last two:
Power of the Dead
Since it's about dealing darkness damage, it's a nice opportunity to put something related in the name. So how about... Shadows of the Grave.
(Shadows since it affects several weapons).
Fall of the Fallen
I don't think the double "Fall" really works. But I'm also having trouble finding something I like better. Maybe Fate of the Fallen in that the Fallen find the fate that they were always going to have - to die again - but that others might "share their fate" too. Also it keeps the alliteration.

Anyway, so much for now..
Ghoul never existed, this never happened!

Goblinz
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Re: Death Knight Class

#7 Post by Goblinz »

Okay .61 is out.
Changes include:
Fallen comrade tree - alll but one talent is done (can't decide on a t3 talent)
Call the horde - summons fallen comrades that behave simmilar to shadows
Death frenzy - add darkness damage to melee and increase speed of you and you comrades
Fate of the Fallen - has a percent chance that attacks will be redirected to a minion
Name changes and description updates
bug fixes
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Zonk
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Re: Death Knight Class

#8 Post by Zonk »

Necroing this(appropriate, isn't it?).
I did already give some criticism in chat, but might as well write it down here.

First of all, the name - I wouldn't associate Death too closely with Corrupters, in fact at first I expected the class to be a necromancer-fighter mix, and if it was, it could use some of the new Necromancer talents.

I'd change the class concept a bit to be something like 'Blight Knight', which I think sounds funny.
What if it was Doom or Blood instead of Death?
Still feels feels appropriate and sounds less silly. Basically, I feel that it shouldn't mention Death if it doesn't do any real necromancy.
The way I picture a death knight, it would be a heavy armored fighter with some necromancy and perhaps minions.

So, let's go over the talents...

Goblinz wrote: Deaths Presence
Deaths chill - deal AOE cold damage around self
Presence of death - reduces cool down and increases damage of other talents in the tree
Aura of annihilation - for some time deal darkness around your self
aura of leaching - deals damage and increases vim and health
Not bad, but I'd exchange the second and last talent. If it boosts all other talents in the tree, might as well put it last so there's more of a benefit when you start improving it. Also, I think aura support in the engine is eventually planned.

Survivors fortitude
Glancing blows - chance that attacks will deal less damage
Spiteful endurance - elemental attacks heal you a bit
Deaths endurance - when you kill things your defense is boosted
Last grasps - when below 20% health activate for a increase in resist all
First talent is interesting, though a bit of gamble. Would have to see how it's balanced and to what kind of attack it applies.
Spiteful Endurance feels a bit bland and not very thematic this way. Here's my idea: make it grant a debuff to attackers when their attacks fail(including inflicting timed effects) or deal insignificant damage. Basically enemies noticing their attacks have little effect on the knight and getting demoralized as the latter is well, spiteful.


Death's Endurance: Make this defense+armor, or even +armor perhaps?
Last Graps: Could be a sustain, if you wanted. It sounds a bit like True Grit, btw(Fighter talent, gives resist all based on how much life you lost compared to the max).

Deaths warrior
Draining blow - blow deals blight damage and heal a bit
Sweeping blow - attacks grid in a row
Leeching blows - adds darkness damage to your blows for a bit and it heals you and increases vim
Nether blade - while sustained your blows deal 500 percent darkness damage and can insta kill you lose health whenever you kill something
Both the first and third talent let you hit to heal yourself - that's slightly boring but not a serious issue, I guess.

Nether Blade is seriously overpowered as written. I'd make it something like:
while sustained, blows deal (100+TL*50%) darkness damage, which is still a lot. Also, the life loss could be equal to a fraction of the BASE damage dealt, and shouldn't be able to kill you. If you don't have enough life to cover the base damage, then perhaps it could cover it partially(so you'd get a physical + darkness blow). Some extra coding, but definetely doable.
Tricks of death
Deaths march - move slowly but increase Armour, attack ,damage and APR
Extol damage - clears negative effects and deals blight damage to those around you for each one removed
Survivors will - increases saves
Deaths gifts - increase health and spell power
I like Death's March, but I'd also put some stun & knockback resist there(fighter types really need that, and this class can't get shield wall apparently).
Extol Damage is an interesting mechanic(and a good reason NOT to get Providence - I like when mechanics encourage flavourful things)
Death's Gift and Survivor's Will sound good but a bit bland

Call the fallen. while active you summon up to a max of X comrades to aid you in your fight (think summon shadows but actually engage the enemy.

Death frenzy - temporally increase the speed of the fallen by X and your self by some fraction of X

Power of the dead - adds darkness damage to their attacks and you can activate it for some darkness damage to your attacks

fall of the fallen - when the fallen die they hurt enemies around them
I'm tempted to suggest just using necromancy, except you seem to really want this to be a Corrupter, and that'd add mana.


Also, what I mentioned in chat about 'Treachery' and 'Honor'trees, mutually exclusive to represent SOME of these Knights clinging to some of their old ideals. Flavour-wise, maybe some of them were honourable/good people/paladins before this, and they might retain a (twisted) sense of honor.
While others would go all the way and use the dirtiest tricks, hoping that they get mistaken for evil but 'noble' foes :twisted:

I have some ideas for Honor, not so many for treachery but could just use the Poisons tree
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marvalis
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Re: Death Knight Class

#9 Post by marvalis »

Just thinking out loud: Add a skill that heals you when you kill something, would have good synergy with nether blade.

Doom knight, obviously
Death knight and blood knight reminds me to much of WoW

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