Originally Posted by rk47
Eh, I'm sure the weapons skill can get some love.
Shield Expertise - Req: Shield Lv 3
Your shield is no longer limited to defense.
You have mastered the Shield Bash Skill. AP3 - 3 metre - 100% Stun. 3 turn cooldown.


Master of Defense - Req: Shield Lv 5
Your mastery of the Shield fighting is unmatched - whenever you block a melee attack, you perform a counter attack with your primary weapon. Arrow and Spells can also be reflected.


Sundering Blows - Req: Two-Handed Lv 3
Your swing is strong enough to sunder even the toughest armor.
You have mastered the Sunder Armor Skill. AP5 - 3 metre - Reduced enemy armor. 5 turn cooldown.

Devastator - Req: Two-handed Lv 5
Your blows devastate anything before you. Two handed weapons gain 20% damage bonus and 10% critical chance. Every strike also has 50% chance of removing a beneficial spell from your enemy.


The Hedgehog - Req: Armor Mastery Lv 3
It hurt whenever your foes hit you - reflect 20% melee damage back to the attacker and causes two turn of bleed. You gain 10% more Armor and Resist All.


The Ironman - Req: Armor Mastery Lv 5
Your armor is like second skin - the training has paid off. Movement penalty is removed completely, you gain 25% Max HP from enduring all those damage taken.
I'm really not a fan of talents which grant actual Skills (with a capital S).

That said, I do like the idea of a talents for the Shield Specialist and Armour Specialist Abiltiies (with a capital A). I think the counterattack one ("Master of Defense," although "Parry" would be a much better name) would work fine if it was limited to countering melee attacks only; it would still be something very cool and usable.

Probably should be something for Armour Mastery as well, but I don't think you've found it.
Originally Posted by Fellgnome
Considering lockpicking is mostly worthless plus picks are cheap enough, I don't think anyone would spend a talent on Jailbreaker.

...

Simulacrum seems way overpowered. I believe you could almost never die with smart use of it. I like the idea of a talent focused on summons though. Perhaps something simple like summons get double leadership bonus from the character that summons them.
With Jailbreaker, I'm not saying "this talent is the solution to Lockpicking scaling, everything is fixed now." Instead, I'm saying "I think this would be a cool thing after something else fixes Lockpicking scaling." A lot of the motivation is roleplaying; if you do get arrested, the talent really would make it easier to just walk out of jail (although you'd still need to sneak past the guards).

With Simulacrum, there's a reason I added the "cannot summon new summons" clause. It should be implemented such that you must get your Vitality above 0 before your summon dies or expires. Otherwise, yes, I'd agree with you.

Last edited by ScrotieMcB; 21/07/14 11:10 AM.