Detect Unseen stat and skill

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Grey
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Detect Unseen stat and skill

#1 Post by Grey »

Currently see invis is a little weak as there are few invisible enemies. See through stealth almost doesn't exist, but is rather desired for dreads. A nice change would be to merge the two stats into Detect Unseen. And for the stat to be really relevant there should be a way to get it other than equipment - in particular through the Cunning/Survival tree. Merge Detect/Disarm Traps into one talent (so it starts disarming at talent level 3) and make the third talent into Detect Unseen, which gives a bonus to the stat. At higher levels it could give extra defence against unseen critters too.

Of course some enemies would get the talent too...
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jotwebe
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Re: Detect Unseen stat and skill

#2 Post by jotwebe »

Very nice.
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marvalis
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Re: Detect Unseen stat and skill

#3 Post by marvalis »

I would prefer if this kind of talent would be activated and not passive. Why not passive? Otherwise players would just run around detecting all invisible things. If it is passive, the player will still be surprised by an invisible monster and he will only activate it after he got hit.

The active time should be shorter than the recharge (e.g for 8 turns, recharge 20, you get an +x bonus to detect hidden monsters.)

Varil
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Re: Detect Unseen stat and skill

#4 Post by Varil »

If you have to dump points into it, I think it'd be better as a passive, doubly so since not every class gets survival open by default. If it scales with, say, cunning, then chances are most classes aren't going to have a 'always on, 24/7' see invisible. Probably more like 50/50 odds of seeing the invisible guy on any given turn, unless they're one of the classes that stack cunning.

marvalis
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Re: Detect Unseen stat and skill

#5 Post by marvalis »

If it gives you a very high chance of detection, then an active ability should still be worth it? I don't really understand why you think it should be passive.

It could be a passive boost (minor) with an active bonus. So passivly you have 20-30% chance to detect, and when you activate it you have 90% chance?

Varil
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Re: Detect Unseen stat and skill

#6 Post by Varil »

Well, I'm not a really big fan of "Whoops, now you're under attack out of nowhere!" gameplay as it is. I would rather that, if I'm taking measures to not be ambushed that it be 100%. Otherwise, is it really worth it? Usually, once I'm being shot by an invisible creature it's too late for me to need to be able to see them. It'd be more convenient, yeah, but not "5 talent points" convenient.

bricks
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Re: Detect Unseen stat and skill

#7 Post by bricks »

Passive for sure. I don't want to have to invest in Cunning, unlock Survival, and use up generic points just so I can handle dreads/dreadmasters. Plus it allows for equipment to give bonuses. However, I'm a little hesitant to support a system which counters essentially one enemy (the other ghosts are tough but I've never had as much trouble with them).
Sorry about all the parentheses (sometimes I like to clarify things).

Grey
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Re: Detect Unseen stat and skill

#8 Post by Grey »

Perhaps instead of its own skill it should be added to Keen Senses in the Cunning tree at talent level 4. It gives a reason to invest in the talent more (it's a bit of a one point wonder at present) and would have a lower cunning requirement then a tier 3 talent.
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