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Talents that can be replaced or changed #564915
29/03/15 07:29 PM
29/03/15 07:29 PM
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Felixg91 Offline OP
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My list of Talents I find useless, redundent or stupid or would be good if adjusted.

first the ones that can just go away...and hopefully be replaced.

Comeback Kid-meh

Courageous-usually get immunity to fear from a trait anyway

Elemental Affinity-yeah I am gonna set myself on fire...

Elemental Ranger-Yeah I want to stand in poison...

Five Star Diner-food is broken.

Morning Person-you gonna make a habit of dying a lot? Maybe you should be a farmer?

My Precious-so 3 seconds 1 blacksmith skill and a repair hammer is too much for your party?

Packmule- OK no one is that feeble, and homestead is a teleport away.

Voluable Mage- nothing in game uses mute anyway.

Weatherproof- 2 areas in the whole game neither of which needs a talent to cope with.

Next, the ones that if they were tweaked would be worthwhile...

All skilled up- should be 3 points.

Back Stabber-should be free and automatic to starting Rogues-they need some love.

Bigger and Better- 1 stat point AND 1 skill point.

Bully-should also affect stunned, frozen, weakened, diseased, blinded, Drunk.

Opportunist- should work better, higher chance to actually attack since it rarely does.

Anaconda-change title to Brute, and make it any Melee weapon and a Ranged equivalent called Sniper or Deadeye same benefit but for Bows or Crossbows.

Iceking, Demon, Lightning rod, instead of it affecting someone who hits you make it something you can afflict others with by striking them, and give a 20% resistance bonus vs that element.

Heck all I know is Talents really need attention, I find myself choosing the least lousy ones from the available, rather than choosing the best one that helps my character...because few are all that good. Yes some of the suggestions may be ( definatley are) Mary Sue but hey I am open to suggestions, hopefully Larian is too.

Re: Talents that can be replaced or changed [Re: Felixg91] #564917
29/03/15 08:07 PM
29/03/15 08:07 PM
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I think one could draw a lot of inspiration from the similar S.P.E.C.I.A.L. System of fallout 1/2. There were numerous funny and interesting talents/traits that could be used in divinity as well. However, many of them were not strictly "useful" but simply funny (Like the one trait that simply upregulated gore).

Re: Talents that can be replaced or changed [Re: Felixg91] #564920
29/03/15 08:32 PM
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There's no question that the game needs more Talents, there are just way too few. Mages in particular have very few talents worth taking. Keep in mind that there's a difference between "I would never take this Talent" and "This talent is worthless and should be removed from the game."


Comeback Kid - I think this one is okay. It's not spectacular, but it's functional.

Courageous - This one is pretty lousy, certainly, especially since there are INVULNERABLE enemies, and if you get into combat, that forces a reload or a death.

Elemental Affinity - yeah I am gonna set myself on fire... This one is mediocre, certainly, for that reason. If resistance and immunity spells/potions lasted longer, then standing in dangerous surfaces to get the benefit could work.

Elemental Ranger - Yeah I want to stand in poison... - That is NOT how Elemental Ranger works. It applies to ENEMIES standing in a surface, the Ranger does not.

Five Star Diner - food is broken. - Agreed.

Morning Person - you gonna make a habit of dying a lot? Maybe you should be a farmer? - Eh... considering that when you normally resurrect, it's only to 20%, which puts you into "instantly one-shot killed again" range, I think this Talent is worth keeping in the game.

My Precious - Agreed, this is worthless, even for Rogues who come the closest to needing it. If durability for everything except daggers went down a lot faster, then it might be more worthwhile... but that would annoy players with blatant busywork.

Packmule - Agreed.

Voluable Mage - nothing in game uses mute anyway. - Agreed.

Weatherproof - 2 areas in the whole game neither of which needs a talent to cope with. Agreed, but not for the same reason. It's four areas of the game, actually, but this Talent requires Geomancer 5, and you probably won't have it by the time you're done with all the areas anyway. This should not be Rank 5 at all, that kills it completely. Even with that, it badly needs a buff.


Quote:
Next, the ones that if they were tweaked would be worthwhile...


All skilled up - should be 3 points. - Even with that change, it's questionable. Once you unlock the demon, you can trade it in for 10 points.

Back Stabber - should be free and automatic to starting Rogues-they need some love. That's an good idea. It basically acts as a Talent point tax just for being a Rogue, and that's not needed. Daggers are basically worthless UNLESS backstabbing. I think this is a holdover from when they deleted Way of the Rogue, with its bonuses per rank of the ability, and moved all of that into Talents instead.

Bigger and Better - 1 stat point AND 1 skill point. Also questionable, as again, the Demon can take some of these in trade, and 1 Talent point can get you 2 attribute points.


Bully - should also affect stunned, frozen, weakened, diseased, blinded, Drunk. - I think thematically it should affect Weakened, but changing it to affect all of those would make it too powerful.

Opportunist - should work better, higher chance to actually attack since it rarely does. - I can agree with this, as enemies always have a 100% chance to perform an AoO.

Anaconda - change title to Brute, and make it any Melee weapon and a Ranged equivalent called Sniper or Deadeye same benefit but for Bows or Crossbows. - I suppose that would work. Part of the reason for it was because different weapon types do different damage. Crushing weapons do much less damage than slashing ones.

Quote:
Iceking, Demon, Lightning rod, instead of it affecting someone who hits you make it something you can afflict others with by striking them, and give a 20% resistance bonus vs that element.


Lightning Rod makes you immune to Stun. It does not act at all like Ice King or Demon. I've got my own suggestions for Ice King and Demon.

Ice King (Stabbey): Water in this game is associated with healing, so what if Ice King gives you a 25% chance to completely neuter a water-elemental attack, taking 0 damage, and then you heal for 50% of the damage it would have dealt. That fits the theme.

Demon (Stabbey): Maximum (NOT CURRENT) Fire Resistance is increased by 40% (new cap is 120%). Air, Water, Earth Resistances are capped at 40% (down from 80%). Fire Resistance can no longer be boosted past 120% even with potions or buffs. This will allow you to build a character who can take healing from fire damage, but other resistances will be limited.


Quote:
Heck all I know is Talents really need attention, I find myself choosing the least lousy ones from the available, rather than choosing the best one that helps my character...because few are all that good. Yes some of the suggestions may be ( definatley are) Mary Sue but hey I am open to suggestions, hopefully Larian is too.


Why is Politician not on your list? It is feces incarnate. Walk it Off is also mediocre because it makes buff spells useless. Walk It Off should NOT have ANY downside at all, and then it might be worth using.



There just aren't enough Talents available to choose from. Here is a selection of Talent ideas I've thought up:


NEW TALENT IDEAS

Slippery Eel - This talent was mentioned long ago as something that let you evade attacks of opportunity. That seemed like a really useful one. Why isn't it in the game? It should require a base of Speed 8-9 to take, but no Ability requirements.

Scavenger - Crafting Rank 4-5 lets you take this Talent. It gives you a 33 percent chance to receive an extra drop from the crafting materials table upon a kill by someone with the perk, or upon opening a container. When it goes off you get an "Item Scavenged!" message like the "Lucky Find" one.

Scavenger Table:

75 percent chance to get a common crafting item.
15 percent chance to get a slightly less common and useful item
8 percent chance to get a rarer item.
2 percent chance to get a very rare and expensive crafting item.


Convection - "Heat into energy."
Requires Pyromaniac 3 or 5 (maybe it's that powerful).

If you are Warm or Burning at the start of your turn, all currently active cooldowns are decreased by one turn. This includes skills which only have a one-turn cooldown, meaning that you can cast that skill repeatedly for as long as you have AP.


Storm Surge - "Channel the fury of the Storm."
Requires Aerothurge 5.

When Wet, air-elemental damage is increased by 33%. This is possibly incompatible with Lightning Rod. [/quote]


Bloodlust
If you do damage equivalent to 40% of YOUR maximum health in one turn, gain 1-2 recovery AP on your next turn only.
Requires: Man-At-Arms 3


Frenzy
Upon getting a kill, your Movement is doubled for the remainder of your current turn. (If you use the last of your AP to get the kill, ending your turn, this does nothing.)



Hypothermic
+15% Fire Resistance
+25% to saving throws versus Burning.
-15% Water Resistance
-25% to saving throws versus Frozen.

Hyperthermic
+15% Water Resistance
+25% to saving throws versus Frozen.
-15% Fire Resistance
-25% to saving throws versus Burning.

Carrot-eater
Increases your sight range (and therefore extends your radius of a chance to hit with ranged attacks) by 33%.
Requires: Maybe this optionally requires Expert Marksman 3+?

Herbalist You know how to get the most efficient use out of your ingredients.
20 percent chance that plants/fungi will not be consumed when crafting an item.

Drunken Master
+15% Damage and +15% Chance to hit for normal attacks made while under the 'Drunk' status. -15% Damage and -10% chance to hit for normal attacks made while NOT drunk. -50% to your saving throws for Drunk. Bodybuilding no longer affects your chance of getting drunk.


Appraiser - Grants you an extra point into Barter, and one into Loremaster (similar to Scientist.)

Bloodthirst - (Credit: Mr. C) While standing in blood you get a +5% bonus to damage or +3-5% Critical hit chance. Incompatible with Leech and Elemental Affinity.

Medic - Your healing (and possibly buffs) are now 25% more effective (and/or last an extra turn). However, your offensive magic and damage are 25% less effective.

Summoner's Friend - Your summons gain a 25% boost to their health, and their chance to hit is increased by 15%

Trained Ears - When in sneak mode, you can see the outlines of enemies in your hearing range which aren't in your line of sight. This lets you know which way they're facing to let you sneak around. Requirements: Sneak 1, Perception 8


10) Talents that grant Special Skills
Larian has very thoughtfully made an ninth category of Skills that don't fit anything else: Special. A simple-but-effective idea is for Talents that grant some Special Skills if you have a base of X in a skill. So all of these will require you to take their respective Talents.


Blacksmithing Rank 3 lets you take a Talent that grants you the Special skill "Armour Break". When cast on an enemy, this reduces their armour protection by 50 percent for 3 turns.

Armour Specialist Rank 4 lets you take a Talent that grants you the Special skill "Armourers Insight". When cast on an ally, this increases their armour protection by 40 percent for three turns.

Telekinesis Rank 3 lets you take a Talent that grants you the Special skill "Crush Windpipe", which does crushing damage with a chance to mute for 3 turns.

Telekinesis 5 lets you take a Talent that grants you the Special skill "Aneurysm", which does a large amount of crushing damage and sets Bleeding status. Anything without a brain, like Undead, mechanisms, and elementals are immune and take no damage. Admittedly that sounds like it could be a pain to code. It's just an example.

Loremaster Rank 5 lets you take a Talent that grants you the Special skill "Bore", an AoE sleep spell. (Sleep status just means the target misses a turn. Willpower saves.)

Re: Talents that can be replaced or changed [Re: Felixg91] #564921
29/03/15 08:58 PM
29/03/15 08:58 PM
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Felixg91 Offline OP
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Arne yes Fallout had it pretty much right....Bloody Mess is a favorite of mine!

Stabbey...I was hoping you were gonna look at this, since I think we are both frustrated with Talents.

I think Rogues should get Back-Stabber as a class special talent, and that Fighters should get Opportunist as a special class talent ( especially since Opportunist is so lame compared to enemies version of the taklent), both for free and aautomatically. Or change Opportunist so it is a valuable talent.

OOPS missed politician...you are 100% correct. Sucktacular!

Walk it off- does blow, just remove the penalty to buffs and it is viable.

Elemental Ranger- ah wrong again I am, it still sucks if it only works on tuesdays on a full moon in a month with an X in the name and if your membership dues are paid in full, and if the enemy would be so kind to step into the campfire, pool of goo....etc

Anaconda-wait I saw a 2h warhammer last night that did far more damage than my 2 handed sword?

Lightning rod another I had not taken since again it is so exacting in its conditions of operation it is un-productive to have it. Yes your correct, immune to stun...not so terrible also not really useful all that much, just occasionally and enough to be annoying when you do not have it. But Aero-5?

Demon and Iceking...well your ideas are better than they are now, for sure.

Opportunist!!!!! WAIT....enemy AoO has a 100%, then we are getting screwd on that for sure! I freaking knew it!

Gimme a few minutes, I need to read the rest and I am at work so I read and post in spurts between cases.

Re: Talents that can be replaced or changed [Re: Felixg91] #564926
29/03/15 10:19 PM
29/03/15 10:19 PM
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Felixg91 Offline OP
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LMAOROF ....feces incarnate! thats great, theft is the sincerest form of flattery thats going in my lexicon for future disparaging remarks.


Slippery Eel, good but instead of just cheating you out of an AoO, it reduces the chance for it and requirement should be 9 or 10 speed, I think. Or not, since the computer gets an AoO of 100% and we do not, but then the computer should not get a talent like this.

Scavenger: Okay that might help with the deplorable loot...

Convection - yes powerful but specialized, Storm surge -sure why not, Bloodlust sounds good so does Blood thirst My Knight would want those, Carrot Eater ha ha ...ears and buck teeth with that?, Herbalist yeah if potions are gonna suck then have a bunch of em, Drunken Master I dont like it thematically-genre wise but I understand it so its pretty good (I have never been drunk in the game), all fine and better than whats there already.

Frenzy-how about instead of doubled movement, reduce the AP cost for further strikes by 1 point for the remainder of the turn. Otherwise your suggestion is good as well.

Appraiser....frakkin awesome good I hate putting points into barter and loremaster but that and Bore would make it less painful.

MEDIC!

Summoners Friend....heck yeah thats great, possibly my favorite proposed mage talent.

Trained Ears...OKAY sure I just dont sneak a lot- hearing seems redundent, but maybe that makes it more useful. Dunno not a sneaker but could be a slice.


Blacksmithing Rank 3 lets you take a Talent that grants you the Special skill "Armour Break". When cast on an enemy, this reduces their armour protection by 50 percent for 3 turns.

Armour Specialist Rank 4 lets you take a Talent that grants you the Special skill "Armourers Insight". When cast on an ally, this increases their armour protection by 40 percent for three turns.

Telekinesis Rank 3 lets you take a Talent that grants you the Special skill "Crush Windpipe", which does crushing damage with a chance to mute for 3 turns.

Telekinesis 5 lets you take a Talent that grants you the Special skill "Aneurysm", which does a large amount of crushing damage and sets Bleeding status. Anything without a brain, like Undead, mechanisms, and elementals are immune and take no damage. Admittedly that sounds like it could be a pain to code. It's just an example.

Loremaster Rank 5 lets you take a Talent that grants you the Special skill "Bore", an AoE sleep spell. (Sleep status just means the target misses a turn. Willpower saves.)




these last 5 are all pretty damn good...Telekinesis, Loremaster, and armor specialization really need to be better and more useful.

Now can we just get Larian to look at em? Cause Talents and loot/crafting are the weakest things in a very strong otherwise excellant game, oh and more different types of monsters are needed. Manticore, Basilisk, Ogre, Giant, Harpy( instead of bloodswarm), Gorgon, Gargoyle, Vampire(as a boss), Wraith or ghost or specter, would be a few I would suggest...not hopeful though-becasue thats probably the hardest thing to implement and the costliest...still nice to dream of new foes.

Opportunist and AoO was what got me disconcerted about talents, then I looked more and it isnt pretty. Cant believe enemy/computer AoO is 100%....

Re: Talents that can be replaced or changed [Re: Felixg91] #564930
29/03/15 11:16 PM
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Originally Posted By: Felixg91
I think Rogues should get Back-Stabber as a class special talent, and that Fighters should get Opportunist as a special class talent
Most of the listed talents needs some buff or re-do I agree.

However get noticed - The game rule set points to be classles. Same like Fallout. Rather then fixed archetypes offers (want to offer) freedom in character building. Therefore your propose to have some Talents locked to "class" is attacking the game's root. Do you think its good idea?

I can imagine a solution like:
Backstab - you can take the talent whenever you want as it is. + once you get skill level 3 in scoundrel you get it for free. The level 3 scoundrel should offer less skills (or less attractive skills)

Solution for talent for free at certain level skill should be more common for other talents too.
*************************************

The general idea for non-combat related talents:
All of these should offer a small bonus for combat, makes them viable to main hero and avoid to poison play like park Jahan at homestead and learn the craft&blacksmit only.

Examples:
Blacksmith - add bonus to armor equals to skill point Invested. So the level 5 blacksmith gives 15 points to armor.
Craft - add bonus 1 turn to length if food or flask for every level.
Escapist - chance to flee like now. + chance to avoid attack of opportunity +20%.

*****************************************

The Elemental affinity skill
The elements are the cherry of the rule set. The skill should stay as it is. Maby add some spice on it.
--- Elemental shields gives the affinity bonus. Your whole body is covered by the element. You can hardly take better contact. Such change would make shields overpowered. So make shield more expensive, +3 AP generally. This makes shields favored by mages, but do not allow easy mod by spamming shields to every party memeber like now.

Last edited by gGeo; 29/03/15 11:37 PM.
Re: Talents that can be replaced or changed [Re: gGeo] #564931
29/03/15 11:29 PM
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Originally Posted By: gGeo
Most of the listed talents needs some buff or re-do I agree.

However get noticed - The game rule set points to be classles. Same like Fallout. Rather then fixed archetypes offers (want to offer) freedom in character building. Therefore your propose to have some Talents locked to "class" attacking game rot. Do you think its good idea?



I agree that locking things like Backstab or Opportunist to a class is a bad idea. But the solution is simply to have Opportunist's chance-to-trigger increased, and to have Backstabbing an inherent property of daggers, no requirements. That seems fair, because attacking someone's face with daggers is almost a total waste of AP.


Quote:
I can imagine a solution like:
Backstab - you can take the talent whenever you want as it is. + once you get skill level 3 in scoundrel you get it for free. The level 3 scoundrel should offer less skills (or less attractive skills)

Solution for talent for free at certain level skill should be more common for other talents too.


That is no better than the current system, because Rogues will STILL need to take Backstab as a starting Talent. You obviously have never played a Rogue. Daggers are only competitive damage-wise when backstabbing. Face-stabs are not going to do enough damage to be worthwhile. Especially since skeletons and zombies are the only enemies you'll face. You'll need to be level 6 to get Scoundrel 3. Forget that.

Besides, tying a bonus to a Skill ability was already tried in the beta and it was taken out of the beta. People hated it then, bringing it back is not the answer now either.

Re: Talents that can be replaced or changed [Re: Stabbey] #564933
29/03/15 11:42 PM
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Originally Posted By: Stabbey
Besides, tying a bonus to a Skill ability was already tried in the beta and it was taken out of the beta. People hated it then, bringing it back is not the answer now either.
Well, probably you didn't read it carefully.
there are 2 ways of get a talent
1. pick it for a talent point
2. reach the certain skill and get for free (without point)

Got it?

Last edited by gGeo; 29/03/15 11:46 PM.
Re: Talents that can be replaced or changed [Re: Felixg91] #564936
30/03/15 12:27 AM
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I am more in favor of improving opportunist than getting it for free, after all anything you get free you dont value much and it is not probably as good as something you worked for or paid for.

Backstabbing should be the only ability only rogues can have that they get for free arguablynit is the raison de etre for the whole class. And the free ability when you hit level isnt good at all for any ability or any class.

Stabbeys solution and point about improving oppurtunist so it is a useful talent and changing daggers for backstabbing is good , i like those, no one uses daggers except rogues anyway and only fighters are gonna put themselves in the center of a melee sonthey are the only ones who really need an improved Opportunist skill, heck the computers version cant be improved its at 100 % now!

Re: Talents that can be replaced or changed [Re: gGeo] #564938
30/03/15 02:17 AM
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Originally Posted By: gGeo
Well, probably you didn't read it carefully.
there are 2 ways of get a talent
1. pick it for a talent point
2. reach the certain skill and get for free (without point)

Got it?


You misunderstand.

The point is that using your proposed revision for Backstab, anyone who takes Rogue will STILL have to take it at character creation. Your revision misses the point.

The reason is because having Backstab is absolutely critical to keeping a rogue's damage output useful. A Rogue trying to get the "free" backstab has to not only wait until level 6, but also they get only two ability points to spend on anything else other than Scoundrel. What can a Rogue who takes the "free" option do before level 6? Just shoot things with a bow, I guess.

Backstabbing should not be reliant on an talent or ability level, it should be something anyone wielding a knife can do; it should simply be a property of the weapon. Dexterity requirements will keep fighters and mages from wielding them.


In terms of talent balance, I think that would also be an improvement. You get a total of 7 talents per game. Useful Rogue Talents:
  • Back-Stabber
  • Guerrilla (Sneak 1)
  • Headstrong (Scoundrel 5)
  • Light Stepper (+2 PER - Trap/Secret Detection)
  • Sidestepper (Expert Marksman 2)
  • Speedcreeper (Sneak 1)
  • Stench
  • Swiftfooted (Scoundrel 2)


And that's not counting generally useful Talents.

Re: Talents that can be replaced or changed [Re: Felixg91] #564939
30/03/15 03:14 AM
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Yep thats a rogues build, backstab should be free, thats the only thing that class has offensively.

But it may be simpler to make it the weapon and keep dex rqrmnts hi, except that anyone can use a dagger... Its like the most basic weapon of all.

Re: Talents that can be replaced or changed [Re: Felixg91] #564958
30/03/15 12:01 PM
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(1) I think "lucky charm"/luck should rather be a talent or an attribute and not a skill, after all you can't "learn" to be lucky wink
(2) I think talking to animals should have some prerequisites. Normal people can't "talk" to animals. For example geomancer 1 or something similar.
(3) Geomancer 5 could allow for some talent that lets you shapeshift

---


Just some perks from fallout 1 that could serve as inspiration for dos, there are many more interesting ones, so these are just examples:

traits: (Give both adavantages and disadvantages):

Bloody Mess: More violent death animations/Changes the ending
Bruiser: +2 Strength/-2 Action Points
->would have to be adapted to balance it for dos

*snip*

Perks: (Only advantages):

Cult of Personality: Your reputation is always positive. Great for evil characters.
-> had a high charisma requirement
Healer: You heal two to five more hit points when using First Aid or the Doctor skills per level
-> could be adapted to have a greater effect using healing/resurrection
Mental Block It tunes out any outside mental interference, such as the Master attempting to psychically attack you.
-> bonus to willpower resistance
Scout It increases the size of explorations on the world map by one square for each direction.
-> could become a larger field of vision/earlier spotting of enemies

*snip*

All these perks usually had rather high attribute/level requirements and some had several levels.

Re: Talents that can be replaced or changed [Re: Felixg91] #564959
30/03/15 12:48 PM
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1) Maybe, but it would need a serious buff to be worth taking. It's not really worth taking as an ability, either.

2) No it shouldn't have any requirements at all. It's a flavor trait - why should it need requirements? "Realism?" In any event, the Source Hunters are NOT "normal people", which the main plot makes pretty clear, so an exception here makes sense anyway.

3) Shapeshifting was one of the things that was planned, but cut during development.


Please don't simply copy and paste things from a Fallout FAQ. Try to take a stab at providing an example of how it could be adapted to D:OS. What gameplay benefits does it have? Does it duplicate something that already exists in D:OS?


Re: Talents that can be replaced or changed [Re: Stabbey] #564961
30/03/15 01:14 PM
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Originally Posted By: Stabbey
Please don't simply copy and paste things from a Fallout FAQ. Try to take a stab at providing an example of how it could be adapted to D:OS. What gameplay benefits does it have? Does it duplicate something that already exists in D:OS?


Okay, let's take the simplest of the list as example:

Talent: Healer, prerequisite: Level 3(?) Hydrosophist, Level 1(?) Witch
Effect: Healing spells 20% more effective, People are resurrected with 30% health

Edit: I just noticed you have suggested something similar:

"Medic - Your healing (and possibly buffs) are now 25% more effective (and/or last an extra turn). However, your offensive magic and damage are 25% less effective."

-> However, I wouldn't go so far as to cut the offensive powers of healers, but that's my opinion

Last edited by Arne; 30/03/15 01:16 PM.
Re: Talents that can be replaced or changed [Re: Arne] #564962
30/03/15 01:40 PM
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Originally Posted By: gGeo
Solution for talent for free at certain level skill should be more common for other talents too.
*************************************

The general idea for non-combat related talents:
All of these should offer a small bonus for combat, makes them viable to main hero and avoid to poison play like park Jahan at homestead and learn the craft&blacksmit only.

Examples:
Blacksmith - add bonus to armor equals to skill point Invested. So the level 5 blacksmith gives 15 points to armor.
Craft - add bonus 1 turn to length if food or flask for every level.
Escapist - chance to flee like now. + chance to avoid attack of opportunity +20%.

*****************************************

The Elemental affinity skill
The elements are the cherry of the rule set. The skill should stay as it is. Maby add some spice on it.
--- Elemental shields gives the affinity bonus. Your whole body is covered by the element. You can hardly take better contact. Such change would make shields overpowered. So make shield more expensive, +3 AP generally. This makes shields favored by mages, but do not allow easy mod by spamming shields to every party memeber like now.


I like your ideas for Blacksmith and Escapist, those are good, but maybe up the chance of evading AoO's to 50%, because 20% doesn't seem like enough to make Escapist worthwhile. In fact, if you do that, the "Slippery Eel" Talent isn't needed.

The idea for crafting increasing the length of buffs is not bad, but I'd prefer that be improved for everyone, not just crafters.


The elemental shields granting Elemental affinity is a neat and simple idea. I think though that the current balance issue with Elemental Shields is that they absorb all kinds of damage, not just the type that they are supposed to, so that might need to be looked at when re-balancing Elemental Shields. A +3 AP cost might be okay, but I'd prefer +2 AP. The duration would have to be increased though, as increasing the AP cost means your first turn with Elemental Shield wouldn't help much with the Elemental Affinity bonus.


Originally Posted By: Arne
Okay, let's take the simplest of the list as example:

Talent: Healer, prerequisite: Level 3(?) Hydrosophist, Level 1(?) Witch
Effect: Healing spells 20% more effective, People are resurrected with 30% health

Edit: I just noticed you have suggested something similar:

"Medic - Your healing (and possibly buffs) are now 25% more effective (and/or last an extra turn). However, your offensive magic and damage are 25% less effective."

-> However, I wouldn't go so far as to cut the offensive powers of healers, but that's my opinion


Fair enough. Medic doesn't need a downside I suppose, I was just offering one anyway.

Last edited by Stabbey; 30/03/15 02:36 PM. Reason: slippery Eel
Re: Talents that can be replaced or changed [Re: Felixg91] #564965
30/03/15 05:44 PM
30/03/15 05:44 PM
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Okay Escapist garners the slippery eel benefit, I am good with that since escapist is mostly useless I never take or use it, I would rather reload and I hate reloading, that would make that talent useful in combat, yeah 50% seems about right since the computer gets a 100% on AoO...

All buff durations, food, and potion durations need an extension on duration. 1 turn might be too little and 3 turns might be too much. How does 2 sound?

Elemental shields just need re-working, I dont use them at all since they only help if you actually do get hit by an attack they actually guard against, I would rather attack or buff a character, best way to survive is win, best way to win is kill the enemy faster...

But can Opportunist please be fixed, please for the love of god, Montressor!
AS much as crafting interface/loot-improvement and potion duration, I really would like that.
I dont think they are going to add more types of monster, so I will wish for it but stop hoping.

Fallouts perks dont really translate to D:OS all that easily, yes they were good for Fallout ( I am a huge lifelong fan of Fallout 1 and 2 and Tactics...3 just sucked) Been a year since I played any Fallout so cant remember em all, I remember Sniper and Fast shot were my favorites.

Bloody Mess for one would be great! But they would have to add new Death Animations ( limbs and heads flying off, blood spraying, maybe an impalment with a sword wow that would be cool)...I would actually back that with my own money, but I dont think it would happen, thats a difficult thing to do and probably time consuming and expensive, like adding new monsters.

Re: Talents that can be replaced or changed [Re: Felixg91] #564973
30/03/15 07:05 PM
30/03/15 07:05 PM
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Originally Posted By: Felixg91
.3 just sucked)


Just out of curiosity. Could I ask why part 3 sucked? I personally found fallout 1/2 downright funny (talking to a carnivorous plant that gives you tipps how to beat a radscorpion in chess!) while I found the grey in grey world of fallout 3 simply depressing.


Originally Posted By: Felixg91

Bloody Mess for one would be great! But they would have to add new Death Animations ( limbs and heads flying off, blood spraying, maybe an impalment with a sword wow that would be cool)...I would actually back that with my own money, but I dont think it would happen, thats a difficult thing to do and probably time consuming and expensive, like adding new monsters.


In fact, you could just increase the amount blood produced after bloodletting/similar effects. After all, that blood can be used for various effects.

Re: Talents that can be replaced or changed [Re: Felixg91] #564974
30/03/15 07:24 PM
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Fallout 3, for me failed when they changed to what worked out to be a First person shooter perspective, I prefer third person isometric perspective. Also when they lost the writers who made the first 2 Fallouts it went off the rails, it just wasnt Fallout anymore. Wasteland 2 is not even worth considering as a replacement, unfortunately. I played through it 2 times to be sure I did hate it and I definately hate it, I have not gone back to play it again, whereas Fallout 1 and 2 get played every couple of months, I love them! I want to live in that game...


More blood without more chunks...I am not so much about the blood, its just blood...thats freaking as common as dirt but I am excited about graphic-cool looking killing and dying animations. Actually D:OS is pretty good now, but could get more graphic and violent, hey its a game it isnt real life and I wouldnt let a kid watch it.

Re: Talents that can be replaced or changed [Re: Felixg91] #564983
30/03/15 09:54 PM
30/03/15 09:54 PM
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Originally Posted By: Felixg91
More blood without more chunks...I am not so much about the blood, its just blood...thats freaking as common as dirt but I am excited about graphic-cool looking killing and dying animations.


Everyone back away from the thread, nice and slow....




























hahaha

Re: Talents that can be replaced or changed [Re: Felixg91] #564993
30/03/15 10:59 PM
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Originally Posted By: Felixg91
no one uses daggers except rogues anyway
My ranger uses daggers.

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