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enthusiast
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enthusiast
Joined: Oct 2016
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The nerf to Guerilla was harsh enough that it is no longer worth taking. I felt it was in a good place before.
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journeyman
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journeyman
Joined: Dec 2016
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Monster Slayer: Bonus 20 + *player level* percent to monster. Reduce the same amount of damage to human and beast.
Outlaw: Bonus 20 + *player level* percent to human and beasts. Reduce the same amount of damage to human and beast.
Zoolander : allow players to have a wild animal as pet. For fun only. Come with Wild Lover skill.
Soul Eater: Killing human will give you souls. You traded your own soul to become a short-lived king. Give player 0.5% damage per soul, increase your damage taken by the same amount. You can no longer be healed by dark art (necromancy), halved normal healing on you. Permanent.
Reaper For every kill, you have 50% chance to reap half of the health the next enemy on your list. Pure damage, direct to health. Your accuracy reduced the more you kill.
Winter's Servant Become the loyal servant of Winter. Every fourth turn, you can active Cold Wind skill. Cold Wind : Freeze enemies on *meters* in 2 turns, straight line. Any Ice source damage is reduced by 10%. Damage is effected by intelligent, can be blocked by magic amour. Freeze effect ignore magic amour.
Sunray become the embodiment of the sun.
Last edited by Violet Gekko; 24/12/16 05:14 AM.
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veteran
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OP
veteran
Joined: Jan 2009
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I'd like to spark some more discussion. The game still needs an expanded Talent selection. And only two of the seven magic schools even have any Talents (and those two are unimpressive and cancel themselves out.) I'll try and think through some more ideas, but I don't have any in a state to post yet.
Extended Shape - Requires: Polymorpher 5 The duration of all your personal transformations is increased by 1-2 turns.
The idea behind this one is that it allows all transformations to your own body to last another turn. Or maybe two. It depends if two turns extra would be too powerful. But for a Talent point, I think 1 turn would be fine without needing a disqualifying penalty attached.
Some existing Talents need work as well.
Escapist - Requires Scoundrel 1 or Huntsman 1. You can escape from combat even if enemies are right next to you, and prevents enemies from making attacks of opportunity on you.
This combines the Escapist and Duck Duck Goose Talents into one Talent. While Duck Duck Goose is good, Escapist really isn't all that worthwhile to take alone. I also want to let this be useful with a point in Scoundrel, not just Huntsman, because Rogues are more likely to be the ones needing to deal with Attack of Opportunity.
Guerrilla - (Optional?) Requires Scoundrel 2 or Huntsman 2 Increases damage done while sneaking by 25%. You can now sneak at full movement speed. Basic Attacks done from Sneak now have a 20-33% chance to not break Stealth.
Guerrilla was just plain bad. The nerf from +50% down to +25% damage boost meant it was so situationally useful that it was near useless. It was only really good with Mortal Blow and Snipe, but only because those skills already had a high bonus when sneaking in the first place. It could also be useful sneaking at the end of your turn if no other enemy moves in a way to see you, but I find that questionable as well.
But fine. If Larian wants to keep that at +25%, other buffs can be done. The most obvious one is to combine it with the old Speedcreeper Talent, to let you Sneak without any movement penalty. That synergies nicely with Guerrilla. I still think that's not quite enough to make it great, though.
So the other buff I propose is to give a chance for normal attacks (NOT skills) to not break Sneak when used. I'm guessing that people will think that's too much, though.
Optionally, this Talent could require 2 points into Huntsman or Scoundrel. Not sure if that's necessary or not.
Zombie Poison heals you instead of damaging you, regular healing potions and spells will damage you, with the exception of healing from Necromancy or consuming flesh. Your body is less sensitive to pain. Permanently gain extra vitality -OR- Physical armor to the amount of 1% of your maximum health per level.
Zombie was ridiculously awful and not worth taking at all. The buffs are to allow for additional healing options, from Necromancy's vitality leech ability and flesh eating. Although one problem with the flesh eating is that I'm not sure how to handle the memories and skills which elves can get. Maybe non-elf zombies simply can't eat memory or skill body parts, only generic body parts?
I also added some physical armor because zombies feel less pain. Or I could have changed that to extra vitality instead. That would also work
Most people say the biggest problem with zombies is that they catch on fire too easily, but I didn't want to touch that weakness. But if Zombies got extra vitality, that would help with the fire damage.
Last edited by Stabbey; 02/04/17 01:07 AM. Reason: non-elf
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old hand
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old hand
Joined: Aug 2014
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Extended Shape is neat, nice and simple but still fun. I think 1 turn addition is plenty.
I personally think escapist is gamebreaking if you're willing to abuse it. It means if you're not incapacitated and have enough armor and health to avoid surprise deaths in a turn, you're essentially unkillable.
Guerilla and Speedcreeper being combined would be fine in my book though. Zombie talent allowing healing from necromancer would already be a big step forward. As I said in the other thread, what is most needed is a set of skills to support zombie characters.
Here's another suggestion for a skill to help zombies: The Cycle of Life (hydrosophist probably, maybe geomancer): Removes Decaying Touch and heals the character if it does so. When cast on a zombie, it prevents them from being damaged by healing spells for 2 turns (perhaps even allowing like 20-25% healing through). This would let you safely use AOE healing spells for a couple turns, or protect your zombie from some judicious enemy priests, or even eat some non-poisoned food or what have you.
Talent idea for Polymorph: For each transformation you have active, gain a 5% move speed and damage boost, or something along those lines. Or regenerate 2-4% max health per turn for each transformation active.
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veteran
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OP
veteran
Joined: Jan 2009
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I've been thinking about some Talents suitable for mid-level mages.
I've mentioned the ones for Fire and Air already in this thread, but here they are again for the sake of completeness.
Convection - Requires: Pyrokinetic 5. If Warm or Burning at the start of your turn, active skill cooldowns are reduced by 1 turn to a minimum of 0. If Wet, Chilled, or Frozen at the start of your turn, active skill cooldowns are increased by 1 turn.
So if after you previous turn ended, you had 3 skills on cooldown, one with 5 turns, one with 3 turns, and one with 2 turns, and you got set on fire before your next turn came back up, the cooldowns would do the usual tick down, so 4, 2, 1 turns left, then Convection would kick in and they would go to 3, 1, 0 turns. You could use that 0 turn cooldown right away.
Fully Charged - Requires: Aerothurge 5.
Absorb electricity from surfaces and clouds - taking air-type damage (bypassing magical armor) instead of being stunned - to gain 1 AP.
Absorbing a surface in this way will do a flat 25% of your maximum health in air damage, bypassing magic armor to directly hit your health, but that 25% amount is then reduced by whatever your air resistance is.
Rock Solid - Requires: Geomancer 5. Immune to Knockdown and Oiled* status effects. +25% to all Physical Armor. Movement decreased by 20%.
When you are sturdy as a rock, you stand tall and cannot be knocked down anymore. You are also a master of Earth and do not suffer the negative effects of walking through oil surfaces. However, it comes at the cost of decreased movement per AP.
*Oiled is a status I'm proposing which is like Slowed. It has infinite duration while standing on oil, but wears off as soon as you leave the oil surface (but you do not get the lost AP back).
Water Cycle - Requires Hydrosophist 5 When wet or standing on water or ice, healing spells are 33% stronger and use one fewer AP to cast (minimum of 0). When warm or burning healing spells are 20% weaker and require one additional AP to cast.
Maybe this is too similar to Elemental Affinity. I was trying to think of a bonus which wasn't just a copy of other bonuses. I'll think more on this.
Not happy with the name of this one.
Blood Pact - Requires Necromancy 5 When standing in a blood surface and health is below 30%, Necromancy spells are 50% stronger.
Harvester of Souls - Requires Necromancy 5
Killing an enemy grants you +1 * enemy level to all attributes for three turns.
Credit for the concept goes to LordOfBones, although he said +X to your highest attribute. I tweaked the idea to scale better as level increases. It does not stack with itself (that could get out of control).
Still working on a Summoner one, all I've got for that so far is "When three or more of your summons are on the field, " and that's it.
***
I'd also like to re-promote my earlier ideas from this thread for Physical Talents, but modified slightly. EDIT: Modified more based on feedback.
Berserker - Requires: Warfare 3 As your health decreases, your damage increases.
Basically, your damage increases the closer you are to death. This idea is stolen from the Kickstarter campaign's "Juggernaut" skill set idea.
It could work something like this:
0-10% = 2.00x damage. 11-30% = 1.67x damage, 31-49% = 1.33x damage, 50%+ = 1.00 damage. Basically, if you’re under 50% health, the more dead you are, the more damage you can deal. This has its own inherent risk-reward because of course you’re almost dead.
This should affect all damage types, including magic (initial hits, not DoT) not just melee, to make this useful for hybrids as well. Maybe it should be Incompatible with Blood Pact.
Counter Strike - Requires: Scoundrel 3
Dodging an enemy melee attack gives you a 33% 100% chance to automatically retaliate with a Basic Attack.
This only works if you have a melee weapon equipped of course. This could be “fun” to give to some enemies as well! The counter can be blocked or dodged (Counter-counter-counter-counter...).
Shield Bash – Requires: Warfare 3 and equipped shield. Blocking an enemy melee attack gives you a 33% 100% chance to automatically retaliate with a bash.
This deals 25-50 100% of your weapon damage as crushing damage. The bash can be blocked or dodged.
Slow and Steady - Requires: Warfare 3. Incompatible with The Pawn
Decrease movement by 2.5 meters per AP, but boost Physical and Magical armor by 50%.
The idea for this one is to allow for a more defense-focused warrior by boosting their magical armor, but decreasing how far they can move and not giving them the free movement from Pawn. The decrease amounts to 10.0 fewer meters per 4 AP.
Zeroed In - Requires: Huntsman 5.
Increase your damage by 10% per consecutive Basic Attack attack on the same enemy. Caps at +30%.
The bonus carries over to next turns (Maybe a "Zeroed In" status icon). Saving AP or moving normally does not reset the bonus, but switching targets, fleeing the battle, using ANY skill (including racial and movement skills), special arrow, or grenade instantly cancels the bonus back to 0 before the attack goes off (no bonus damage for those actions). (Killing the target also resets the bonus back to 0, but after the kill.)
Last edited by Stabbey; 06/04/17 06:16 PM. Reason: altered talents
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enthusiast
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enthusiast
Joined: Feb 2017
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I didn't notice this thread before posting my thread lol ah well ill reformat it in here
One handed mastery - Requiremnts: One-handed 1 When wielding a one-handed weapon without a sheild gain 25% damage and 10% movespeed
Jack of all trades - none Enables you to switch weapon slots once per turn without AP cost
Power overwhelming - necromancer 1 Doubles damage on your first turn but your character dies the next turn
Famous thief - scoundrel 1 Gain 2 theivery points but lose the ability to trade with all character and characters instantly attack if they see you using sneak or invis
Sharpened weapons - none Consume 1 repair hammer to apply permanent 5% accuracy on a weapon does not stack on one weapon but stacks with dual-wielding
centurion (credit to epic encounters) - warfare 1 This triggers when 1 of 2 things happens 1. You trigger an enemy's attack of oppurtunity and it misses you or is blocked you attack back with no ap lost 2. You block a hit and the enemy is within melee ranger
Last edited by Bullethose; 02/04/17 01:36 PM.
Rogues are the best
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veteran
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OP
veteran
Joined: Jan 2009
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Power overwhelming - necromancer 1 Doubles damage on your first turn but your character dies the next turn
Famous thief - scoundrel 1 Gain 2 theivery points but lose the ability to trade with all character and characters instantly attack if they see you using sneak or invis
Um... these are literally the worst Talents ever proposed in the history of the game, (and I don't care if that hurts your feelings). Do you know why? Because TALENTS are not SKILLS. Talents are PASSIVE. They are ALWAYS ON and cannot be turned off. So for the entire rest of the game, every single time a Necromancer is in combat, they will do double damage... at a time when enemies are guaranteed to have maximum armor, and then they will die. Awful. It would be shitty as a skill, too. The thief one is garbage because it's two really easily acquirable thievery points in exchange for the massive, massive crippling of being unable to trade with ANYONE, AND having to reload any time you get caught sneaking or turning invisible. Worthless because of the gigantic downside and tiny upside.
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enthusiast
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enthusiast
Joined: Feb 2017
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hm yeah i am a bit antsy with the downsides to some of my ideas ill admit that.
Power overwhelming was meant to combo with rage warrior though forcing them to put a point into necro. The strat with it was run warlord + morning person and power overwhelming and keep reviving them as they shred through enemies.
Famous thief i thought would still be too good even with the loss of trading since i play alot of the game in single-player i use barter machines to trade (characters with 5+ barter). The detection would be a bit annoying ill admit that so ill rework it.
Power overwhelming - warfare 1 Doubles damage on your first 2 turns but your character dies the next turn
Famous thief - scoundrel 1 Gain 3 theivery points but set attitude of character down to -30 when trading with this character
Last edited by Bullethose; 02/04/17 03:09 PM.
Rogues are the best
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veteran
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OP
veteran
Joined: Jan 2009
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Well my big problem with the Guerrilla Talent is that it seems meant to only combo with 1-2 skills, and that just seems like too narrow an application. So a Talent aimed specifically at that one build also seems far too narrow.
Well another big thing I see with Famous Thief is that even ignoring the downsides, the upside is hella weak. As in you can replace your initial version with All Skilled Up plus one +Thievery item you can buy at a store (or even two +Thievery items and save the Talent point).
The reworked versions still blow chunks.
No one has any reason to pick a Talent which can instantly kill their character on the third turn, forcing one or two other people to waste their turns reviving the worthless corpse and then blowing their precious, cooldown-limited healing (or limited potion supply) on the "bad life choice" guy. That's just a waste of time and energy.
Famous Thief can still be replicated with +Thievery items (possibly in combination with All Skilled Up), or patience.
Thievery level 1 allows you to steal things up to a total value of 120 gold or 0.5 kg in weight. Thievery level 2 allows you to steal things up to a total value of 140 gold or 1.0 kg in weight.
If the progression is linear, that means...
Thievery level 3 allows you to steal things up to a total value of 160 gold or 1.5 kg in weight. Thievery level 4 allows you to steal things up to a total value of 180 gold or 2.0 kg in weight. Thievery level 5 allows you to steal things up to a total value of 200 gold or 2.5 kg in weight.
Is the progression linear? I don't know. But if it is, that's an extra 60 gold and an extra 1.5 kg.
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enthusiast
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enthusiast
Joined: Feb 2017
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So power overwhelming is a no-go in general but i want a talent like famous thief to work. My next suggestion is it makes you able to pickpocket without sneaking or invis and the npc sight cones are indentical to your sneak levels.
Rogues are the best
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veteran
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veteran
Joined: Oct 2016
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Famous Thief +2 Thievery & +2 Sneaking and either -2 Bartering or -40 Attitude?
Instead of Power Overwhelming perhaps a new kind of Glass cannon: Deal double damage, receive double damage
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veteran
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OP
veteran
Joined: Jan 2009
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Hmmm... still brainstorming Summoner Rank 5 Talent.
Teamwork Solo Act - Requires: Summoner Rank 5 When 3 summons are on the field at the same time, the summons gain +30 to Initiative.
The idea for that is the summons get a massive boost to initiative, letting them go before enemies. The summoner does not directly get a benefit.
Safety in Numbers - Requires: Summoner Rank 5 While 3 summons are on the field at the same time, the summons and summoner gain Leadership +3
The idea for this one is that the Summons can act as focuses for Leadership, helping the entire party.
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old hand
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old hand
Joined: Oct 2015
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A lot of these are REALLY powerful, almost too powerful (and leadership is already borderline brokenly good... and useless at the same time)
+30 to initiative I believe even just flat out allows them to go first.
Though in all fairness the only summon that you can have more than one of... is the totems.
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veteran
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OP
veteran
Joined: Jan 2009
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A lot of these are REALLY powerful, almost too powerful (and leadership is already borderline brokenly good... and useless at the same time)
+30 to initiative I believe even just flat out allows them to go first.
Though in all fairness the only summon that you can have more than one of... is the totems. As always these are preliminary ideas brainstormed up, and are subject to tweaking. The ones proposed do require an investment of 5 points into Summoning (before bonuses) and only apply if you have 3 summons on the field. I also was thinking that only one of them would become a Talent, not both (no stacking those bonuses). Leadership I believe is considered useless because of the short 5m range, meaning that party members are often not in range. If some summons had it, the chances of a party member being in range would be higher. Allowing the totems to go first is specifically the point, since they have low health and can be one-shot by enemies. The +Initiative does not apply to the actual Summoner. I considered thinking of other bonuses which could be passively added to the summons/summoners under the "three active summons", such as +Fortified, or +Restoration, or +Damage, but those also seemed powerful. I can try to think of some more.
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enthusiast
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enthusiast
Joined: Feb 2017
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I'm with you there but i managed to make a totem army at one point.I did this by creating either a water or oil surface and used bless and the enemy slowly got overwhelmed by this.
Last edited by Bullethose; 04/04/17 08:25 PM.
Rogues are the best
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member
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member
Joined: Mar 2017
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This is an excellent observation. The combination of blessed surface healing with totems can become overwhelming.
I really like the idea for Safety in Numbers in particular. I'd also like to see totems give a passive elemental resistance aura.
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veteran
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OP
veteran
Joined: Jan 2009
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I don't have strong opinions about my Summoner Talent ideas, I just think that each skill school should have at least one better-than-mediocre Talent. If I can stimulate discussion and get people thinking about Talents, maybe they'll think up some good ideas.
And hopefully LARIAN is PAYing ATTENTION to the Talent situation and has a bunch of ideas they're working on.
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enthusiast
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enthusiast
Joined: Oct 2016
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Good work on the talent ideas. It's good to see that my ideas on the various elemental talents, like Rock Solid, lived on through yours. I wonder if Larian has an opinion on these.
As I've said before, I really like the elemental talent ideas. Grounded, Ice King, Demon etc. are all way too bare-bones and need the buffs, even if they're not exactly the buffs we're advocating here.
I like your end-game Talent suggestions. They're something to look forward to - something to add that extra oomph to your character when you've bought the most expensive gear and learned the best skills.
Last edited by Kelsier; 04/04/17 11:30 PM.
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old hand
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old hand
Joined: Oct 2015
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I don't have strong opinions about my Summoner Talent ideas, I just think that each skill school should have at least one better-than-mediocre Talent. If I can stimulate discussion and get people thinking about Talents, maybe they'll think up some good ideas.
And hopefully LARIAN is PAYing ATTENTION to the Talent situation and has a bunch of ideas they're working on. Don't worry I know I was being ENTIRELY unfair tearing your idea apart without offering one of my own or a way to fix it. But I couldn't come up with one that didn't fall into "So useful why wouldn't you get it?" and "Why bother?" with a bit of "Shouldn't that be a skill and not a talent?" The only one I thought of was a talent where your active summon receives 10% of all your healing (whether it be HP, armor, or magic armor)
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veteran
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veteran
Joined: Oct 2016
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Synchronized - Requires: Summoner Rank 5 Increase damage by 10% for every summon. (Does not affect summons themselves)
You can't summon and use attack skills or autoattacks at the same time, so it should leverage it out as long only personal summons get counted. At least my guess.
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