Originally Posted by Stabbey
Originally Posted by Baardvark
What if Walk It Off was how it is now, but it also gave you a 20-30% movement bonus while you were debuffed (and maybe buffed too?) To simulate you "walking stuff off." Maybe even a 1-2 AP (or speed) bonus while debufffed? Obviously not very helpful when stunned or hard CCed, but soft CC like curses could be beneficial in a certain way.


I dunno, because as you pointed out, there's still a lot of hard CC which movement and AP wouldn't help with. Personally, I'd still have to prefer just removing the downside because I see no reason for it to exist on that Talent.

My philosophy is that Talents don't always need a downside - sometimes the downside is as simple as "taking this Talent means one fewer point you can spend on something else". When you only get 2 starting + 5 later points all game, having to pick between a lot of good choices can be just as hard as having to pick which of the least bad ones you want.


I just feel like if Walk It Off didn't have the downside that it affects buffs too, it'd be pretty much a no-brainer for a lot of classes unless lots of talents are mega-buffed to compete. Having 1 less round on debuffs is pretty significant, especially if you have high willpower and bodybuilding.

How 'bout you receive 20-30% more healing while debuffed? That'd be useful while hard and soft CCed, since it would affect heals from teammates while stunned and also benefit potions (assuming they get buffed to be worthwhile) or other self-heals while cursed or muted.

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Here's another tradeoff idea for a talent incompatible with Far Out Man (so mages have a bit more choice, though they still need a few more talents):

Personal Mage: You have -5m range on your spells and scrolls, but they deal 25% more damage.

Numbers could use tweaking, but the general idea is to make a talent for spellswords or aggressive close-range mages in mind.


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Nice concept, but it would have to be adjusted so that it only applies to (damage) spells with a default range of 10 m or more, because as written, that would mean touch-range spells would have 0 m range.


Good point. Does Far Out Man affect touch-range spells? Also, maybe it could improve spells in some other way that doesn't increase their damage. Rewording/reworking it, maybe something like, spells have a max range of 5-10m, but they cost 1 AP less or have increased damage by X%. Reduced AP might be too good though.