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Post by Variaz on Apr 30, 2011 22:49:50 GMT -5
I have changed the Bracers items to now give a bonus to Magic Defense. No items by default gives any bonus to Magic Defense, so I thought it would help to add some, and bracers seemed like they would be fit for the role. Not to mention that they needed a buff, since they didn't do much besides filling an item slot. They now have a more defined role.
I've also added Bronze and Iron bracers which were missing, and reduced the prices of the steel bracers. They are available in the armor shops now too, and should be affordable right at the start of the game. This will help out new characters surviving magic attacks.
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Post by Variaz on May 4, 2011 9:45:12 GMT -5
Two-handed weapons will now get stats/skills bonus, as well as to_h and to_d bonus, twice as big as they did before. And they will also gain 4 bonus points per levels, instead of 2.
Despite having higher base damage, you do end up losing a bit when using two-handed weapons, due to the fact that you're missing on an item slot, and therefore additional to_h, to_d and stats/skills. I would gladly trade some damage for an extra +30 constitution, +30 magic defense, +40/+40 to_d/to_h from a shield, and then level it for a potential 200 more points. So with this change, their power is essentially doubled, solving the "losing an item slot" problem. So you will now have a real choice between having a balance of offense and defense and the ability to block attacks, versus going all out for pure damage with a two-handed weapon!
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Post by Gando on May 5, 2011 16:57:12 GMT -5
Rogue abilities revamp
Lockpicking should be folded into Thievery.
In fact Blackmarket Bounty Hunter stripped of the gold gain could be a feat of higher levels of Thievery. This will make having Thievery at high levels very desirable.
Some of these next ideas may seem similar because they are meant to be alternative options.
Assassin (Passive) - For each point in this ability any Rogue weapon equipped gains both +1 to side and +1 to # of dice. So a dagger becomes 2d4 etc. This bonus only applies to the first strike against a new foe. Additionally you gain +1 synergy level to Stealthy Fighting for every 5 points of this up to double your actual SF points. (so with 10 points in this and 10 points in SF you have an effective SF ability of 12. With only 2 points in SF and 15 points in this you have an effective SF ability of 4.
Assassinate (active)- A non combat feats ability that you may use to attempt to instakill non boss enemies. (Yes that means you can't do this to Reds or Dungeon End Bosses or Uniques etc.) The % is based on points +dex vs monster's physical res + str.
Con Job (Active) - Temporarily turn monsters neutral in a radius around you neutral. This only works on monsters undamaged by you or your allies. The duration should be moderately long so as to keep it from being terrible but also short enough that it isn't a free pass to walk through an entire dungeon. Also once out of line of sight the monsters will revert to hostile so if they can sense you they will come back and attack. This should work on elites and bosses but not uniques.
Shadow Leap (Active) - Attack from the shadows and immediately move away 1 tile per your jump distance. (sort of like a move through ability). This allows for a hit and run approach to attacking monsters but is somewhat dangerous if doing it in a pack. Also not useful if the monsters see you, in which case you don't get the move away after the attack.
Just some ideas off the top of my head.
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Post by Variaz on May 5, 2011 22:34:41 GMT -5
I'm just afraid that it might become overpowered, at +1d1 per points, especially if you place more than 10 points. With high to_d and with some combat feats, we'd get a VERY strong first strike that will most likely one-shot anything. Another concern is that you can use a mere bronze weapon to get that much damage. I'm also not too sure if the synergy is really necessary... But still, I like the overall concept. Maybe it just needs some tweaking. Not sure I like this one. If we make it usable against CR2+ enemies, it could easily take away most of the challenge of killing them. Not to mention the possibility to "save scum" this ability to instant kill a powerful monster. But if we don't and make it CR1 non-boss only, it becomes very limited in it's use, and not very good in the long run. Interesting idea, though I do not understand the name. We would also have to make sure that if you do attack enemies, they will attack you. This could really be a good crowd-control ability. But what I am concerned with is if you keep using it over and over, you can abuse it to crawl through an entire dungeon with no challenge whatsoever. Not to mention... is it realistic that it would work against some very powerful foes? (like CR3 and higher...hiding from mature dragons should be harder than hiding from a Bandit Warrior.) I think it needs some tweaking, but this could definitely help with the Rogue's survivability. Wouldn't that be more of a Shadow Stalker ability? The hit and run would have to be random and not too far a distance, so as to not make this usable over and over. Still, I'd prefer keeping shadow-related abilities for the Shadow Stalker when I remake the class. It will most likely have abilities similar to this one. My favorites are Assassin and Con Job, Assassin because it can be useful(albeit redundant with Sneak Attack.... and multiplicative, so we have to be careful here, since Sneak Attack is already +33% per points...), and Con Job because it helps adding some defensive options for the rather frail Rogue. (understanding why it's called Con Job would also be nice. ) They just need to be a bit more balanced I think. Assassin, we must make sure it's not overpowered, and Con Job should have some limitations in it's use so to not be able to abuse it to breeze through a dungeon.
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khan
Veteran
Posts: 81
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Post by khan on May 6, 2011 1:33:22 GMT -5
I was thinking of using some red items for my current character, but would like to know a little more about the probabilities of meeting Nightmares: I know that 1 misfortune allows you to meet Nightmare Scounts and 5 misfortune allows you to meet Nightmare Mistress. Does higher misfortune increase the probabilities of meeting these or does higher misfortune just effect the type of Nightmare you can meet.
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Post by T10 on May 6, 2011 2:35:26 GMT -5
Blackmarket Bounty Hunter - It's may be a special "quest" ability. Blackmarket gives to the rogue "Bring something for me" or "Kill someone/something for us" quests. The quests and the reward depends on the level of the ability.
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Post by Gando on May 6, 2011 7:33:56 GMT -5
In RE: Shadow Stalker abilities vs Shadow Leap. The leap part is important. This isn't a teleport. It is a jump move that attacks in the middle of it. And is limited by jump's limitations. Probably needs to be limited to non combat feats because of the nondamage clause.
Con Job is a phrase meaning to run a confidence scam (gain their confidence/trust in some manner) on someone in order to get something or achieve something. In this case you walk into a den of monsters feigning that you are one of them or important in some way and if they fall for it they leave you alone. In a way very dangerous brazen thing to do but very roguish.
Assassin would need to be limited to weapon material as to how powerful it could get.
The Assassinate idea is probably not worth developing but I guess I envisioned it being harder to pull off on harder monsters since it has a resist roll. As far as save scumming goes, well that's possible at any rate though I suggest full of frustration for anyone attempting it.
As far as limiting Con Job I think it should be a once per monster effect and limited to a certain maximum radius (up to your discretion obviously since you know what is what.)
Another possibility for a more defensive Rogue ability might be:
Flight of the Guilty (Passive) This ability causes you to Phase Door (random short teleport, distance = x times 2-4) and gain a short burst of movement speed(+10 speed for x turns = points) after successfully stealing something from an uninjured monster whether you want to or not (ie it is triggered on success) while it is turned on. It has a cooldown period of x times 2, which means while it gets more powerful with more points it takes longer to use.
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Post by Variaz on May 6, 2011 8:53:01 GMT -5
I was thinking of using some red items for my current character, but would like to know a little more about the probabilities of meeting Nightmares: I know that 1 misfortune allows you to meet Nightmare Scounts and 5 misfortune allows you to meet Nightmare Mistress. Does higher misfortune increase the probabilities of meeting these or does higher misfortune just effect the type of Nightmare you can meet. The probability that a monster will be a Nightmare is 10% + your Misfortune level. So with a Misfortune of 1, a monster that spawns has 11% chance to be a Nightmare. If it's 5, it's 15%. So yes, having a lot of Misfortune will both unlock more powerful Nightmares, but you will also encounter them more often.
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Post by Variaz on May 6, 2011 8:54:24 GMT -5
Blackmarket Bounty Hunter - It's may be a special "quest" ability. Blackmarket gives to the rogue "Bring something for me" or "Kill someone/something for us" quests. The quests and the reward depends on the level of the ability. But then, the ability would be useless if you don't do or find the quest. It may be better to write up a Black Market questline for all characters, which will probably be both more fun and more useful. Becoming a bounty hunter is probably more of quest thing anyway, and it could be a fun one!
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Post by Variaz on May 6, 2011 9:01:59 GMT -5
Flight of the Guilty (Passive) This ability causes you to Phase Door (random short teleport, distance = x times 2-4) and gain a short burst of movement speed(+10 speed for x turns = points) after successfully stealing something from an uninjured monster whether you want to or not (ie it is triggered on success) while it is turned on. It has a cooldown period of x times 2, which means while it gets more powerful with more points it takes longer to use. Nice Thievery support ability! Though you probably wouldn't want to place a lot of points in it, as it doesn't have any benefits on your combat abilities. Perhaps both the points in Thievery and this could improve the stolen items. Thievery would allow you to steal in the first place and to improve your chances of stealing, while this one makes stealing safer, but both of them improves the items, so that you don't lose out on bonus by taking this one.
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Post by Gando on May 6, 2011 11:55:28 GMT -5
Perhaps it gives you some small AC bonus vs ranged attacks (since it makes you faster/more capable of dodging?)
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khan
Veteran
Posts: 81
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Post by khan on May 6, 2011 17:28:35 GMT -5
I was thinking of using some red items for my current character, but would like to know a little more about the probabilities of meeting Nightmares: I know that 1 misfortune allows you to meet Nightmare Scounts and 5 misfortune allows you to meet Nightmare Mistress. Does higher misfortune increase the probabilities of meeting these or does higher misfortune just effect the type of Nightmare you can meet. The probability that a monster will be a Nightmare is 10% + your Misfortune level. So with a Misfortune of 1, a monster that spawns has 11% chance to be a Nightmare. If it's 5, it's 15%. So yes, having a lot of Misfortune will both unlock more powerful Nightmares, but you will also encounter them more often. Ouch! That means then that with 10 misfortune 1 in 5 monsters you meet will be a nightmare (sort of means that a full set of reds is out of the question). Even worse just one misfortune means that 1 in 9 monsters are nightmares. I feel even this many may make running away hard. Any chance of toning down? [Scary Thought: 90 misfortune means all monsters are nightmares!!! Fairly unlikely anyone is going to carry this much ever, but I might cheat some misfortune on a throw away character to see if this does happen.] How about chance of monster becoming nightmare = 33 (1 - e (-misfortune/10)) % This gives approximately 3% chance at misfortune 1, 20% at misfortune 10, 25% at misfortune 14 (all items red with misfortune 1), rising slowly thereafter to a maximum of 33% chance (Do you ever want more than 1 in 3 monsters being nightmares?)
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Post by Gando on May 6, 2011 18:21:18 GMT -5
1 does not actually mean 1 in 9 because I would have noticed that. More like 1 in 50 maybe.
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Post by Variaz on May 6, 2011 18:48:36 GMT -5
I personally don't think the current ratio is that bad. Keep in mind that a Misfortune 1 item is significantly better than a normal purple. For example, as of the next patch, a Misfortune 1 item gets:
- A boost to it's enchantment level. First, the level gets +50%. THEN +33% for every Misfortune. Meaning that a rank 40 purple will become a rank 80 cursed. That's twice as big! This means a MUCH, MUCH better item. - After that, all the stats/skills gets +33%, then a static +5. - Weapons automatically gain +1d1, and then +33% to each dices per Misfortune. - To_h and to_d gets +33% per Misfortune, while to_a gets +20%.
As you can see, a cursed item is powerful. Especially in the next patch, they're going to be great. If 3% is all I get for using a cursed weapon, I won't even think twice about using one! And a full set of Misfortune 1 items, 14 items, means you get 24% chance, which sounds quite fair.
For a normal game, an endgame full set will include a mix of levelable artifacts, powerful blues and some special greens. A full set of cursed means that you WANT to encounter Nightmares, and you're probably fighting them, and using Nightmare Abilities. You would only wear such a gear set if you know you can handle it. Like, you're over level 100 or something.
And 1 out of 9 monsters ain't exactly right. For example, if the game decides to place a pack of 20 Kobold Infantries, these kobolds won't suddently start turning into Nightmares. The game would have 1 chance out of 9 to place a Nightmare Scout instead of a pack of kobolds, but will not randomly turn 3 of the 20 kobolds into Nightmare Scouts.
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khan
Veteran
Posts: 81
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Post by khan on May 7, 2011 0:30:33 GMT -5
I see. I thought the %age chance was for each monster, makes more sense now. However, I do think you might want to consider a maximum %age in future (could be quite high 90%, 95% etc) as no matter how much misfortune you carry, you'd still want to meet some normal monsters.
Anyway, I'm going to try using a few reds now (probably maximum 4 misfortune - don't feel like accidentely bumping into a mistress and having her teleport directly to me - bang - dead) and carrying a lot of teleport scrolls!
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