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Revamping Talents

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Kild
decino
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Revamping Talents Empty Revamping Talents

Post  decino Sat Aug 07, 2010 4:41 pm

//Soldier Talents
case TALENT_IMP_STRENGTH: return "Imp. Strength";
case TALENT_IMP_RESIST: return "Imp. Resist";
case TALENT_BLOOD_OF_ARES: return "Blood of Ares";
case TALENT_BASIC_HA: return "Improved H/A";//decino: general talent now, replace
case TALENT_BOMBARDIER: return "Bombardier";

//Poltergeist Talents
case TALENT_MORPHING: return "Morphing";//decino: change to longer slash range for para/mutant/tank/berserker talent?
case TALENT_MORE_AMMO: return "More Ammo";//decino: not sure if this is usefull with polt ammo regen
case TALENT_SUPERIORITY: return "Superiority";//decino: general talent now, replace
case TALENT_RETALIATION: return "Retaliation";//decino: general talent now, replace
case TALENT_PACK_ANIMAL: return "Pack Animal";

//Vampire Talents
case TALENT_IMP_CLOAK: return "Imp. Cloak";//decino: sucks, should cost less cubes
case TALENT_ARMOR_VAMP: return "Armor Vampire";
case TALENT_SECOND_CHANCE: return "2nd Chance";//decino: sucks, needs a replacement or removal
case TALENT_IMP_MINDABSORB: return "Mind Control";
case TALENT_CANNIBALISM: return "Cannibalism";
case TALENT_FATAL_WOUND: return "Fatal Wound";

//Mage Talents
case TALENT_ICE_BOLT: return "Ice Bolt";//decino: replace, add ice bolt to ability list
case TALENT_MEDITATION: return "Meditation";
case TALENT_FROST_NOVA: return "Frost Nova";
case TALENT_IMP_MAGICBOLT: return "Imp. Magicbolt";
case TALENT_MANASHIELD: return "Mana Shield";
case TALENT_OVERLOAD: return "Overload";//decino: stupid idea, remove

//Engineer Talents
case TALENT_LASER_PLATFORM: return "Laser Platform";//decino: worthless, improve or replace
case TALENT_ALARM: return "Laser Trap";
case TALENT_RAPID_ASSEMBLY: return "Rapid Assembly";
case TALENT_PRECISION_TUNING: return "Precision Tune";//decino: replace, too strong with new level caps or cap abilities with this skill at level 20
case TALENT_STORAGE_UPGRADE: return "Storage Upgrade";

//Knight Talents
case TALENT_REPEL: return "Repel";
case TALENT_MAG_BOOTS: return "Mag Boots";
case TALENT_LEAP_ATTACK: return "Leap Attack";
case TALENT_MOBILITY: return "Mobility";
case TALENT_DURABILITY: return "Durability";//decino: general talent now, replace

//Cleric Talents
case TALENT_BALANCESPIRIT: return "Balance Spirit";//decino: too shitty, make it combine spirits without having the opposite one upgraded; lv 3: same level as opposite spirit
case TALENT_HOLY_GROUND: return "Holy Ground";
case TALENT_UNHOLY_GROUND: return "Unholy Ground";
case TALENT_PURGE: return "Purge";
case TALENT_BOOMERANG: return "Boomerang";

//Weapon Master Talents
case TALENT_BASIC_AMMO_REGEN: return "Ammo Regen";
case TALENT_COMBAT_EXP: return "Combat Exp.";
case TALENT_TACTICS: return "Tactics";
case TALENT_SIDEARMS: return "Sidearms";
// case TALENT_MISSING: return "Placeholder";//decino: need a new weapon master talent

//Necromancer Talents
case TALENT_EVIL_CURSE: return "Evil Curse";//decino: replace, this is just stupid...30 second curses...?
case TALENT_CHEAPER_CURSES: return "Cheaper Curses";
case TALENT_CORPULENCE: return "Corpulence";
case TALENT_LIFE_TAP: return "Life Tap";
case TALENT_DIM_VISION: return "Dim Vision";
case TALENT_FLIGHT: return "Flight";//decino: replace with something usefull?

//Shaman Talents
case TALENT_ICE: return "Ice";//decino: replace with erosion talent (earth+air)
case TALENT_WIND: return "Wind";//decino: replace with obsidian talent (fire+water)
case TALENT_STONE: return "Stone";//decino: replace with twilight talent (nature+darkness)
case TALENT_SHADOW: return "Shadow";//decino: replace, fury talent?
case TALENT_PEACE: return "Peace";//decino: remove
case TALENT_VOLCANIC: return "Volcanic";//decino: remove
case TALENT_TOTEM: return "Totemic Focus";//decino: should increase totem health by alot

//Alien Talents
case TALENT_PHANTOM_OBSTACLE: return "Hidden Obstacle";
case TALENT_SUPER_HEALER: return "Super Healer";//decino: should heal armor and healer should always heal 150% health w/o talent
case TALENT_PHANTOM_COCOON: return "Phantom Cocoon";
case TALENT_SWARMING: return "Swarming";//decino: shouldn't reduce damage, spores suck already
case TALENT_EXPLODING_BODIES: return "Exploding Body";

With the new '5 talents per class' feature, the talents need some revamping. The 4.4 talents are pretty crappy and some of them are now general talents.

Any ideas for replacements?
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Revamping Talents Empty Re: Revamping Talents

Post  Kild Sat Aug 07, 2010 6:40 pm

decino wrote: //Soldier Talents

case TALENT_BASIC_HA: return "Improved H/A";//decino: general talent now, replace Replace with a "decoy-like" talent where it somehow uses a percentage of your damage + weapon. (Eg. 10 str 10 dmg rg level 3 talent [50% damage done] = 180 damage rails from decoy) or replaced by retaliation.

//Poltergeist Talents
case TALENT_MORPHING: return "Morphing";//decino: change to longer slash range for para/mutant/tank/berserker talent? Yes
case TALENT_MORE_AMMO: return "More Ammo";//decino: not sure if this is usefull with polt ammo regen Useful if ammo regen is % based?
case TALENT_SUPERIORITY: return "Superiority";//decino: general talent now, replace Replace with "ghost" in talent form?
case TALENT_RETALIATION: return "Retaliation";//decino: general talent now, replace Remove static +5%damage/level add to talents? level 3 = 3% increase / level ?

//Vampire Talents
case TALENT_IMP_CLOAK: return "Imp. Cloak";//decino: sucks, should cost less cubes Yes - level 3 = 0/0.5 cubes?
case TALENT_SECOND_CHANCE: return "2nd Chance";//decino: sucks, needs a replacement or removal Chance to auto-tball if hit by a fatal shot?


//Mage Talents
case TALENT_ICE_BOLT: return "Ice Bolt";//decino: replace, add ice bolt to ability list Passive that gives cubes/level? level 3 = 10 cubes/level (affected by max ammo?)
case TALENT_MEDITATION: return "Meditation"; Make it actual "PCR" instead of "drop on your head regeneration"
case TALENT_FROST_NOVA: return "Frost Nova"; Lower cooldown
case TALENT_MANASHIELD: return "Mana Shield"; Lower % damage taken to 50%(from 80%)

//Engineer Talents
case TALENT_LASER_PLATFORM: return "Laser Platform";//decino: worthless, improve or replace "sticky sentry?" let's normal sentry be placed on wall/ceiling for bonus cost? (100%/66%/33% extra cost?)
case TALENT_PRECISION_TUNING: return "Precision Tune";//decino: replace, too strong with new level caps or cap abilities with this skill at level 20 Firewall - helps against conversion?

//Knight Talents
case TALENT_REPEL: return "Repel"; Buff/Fix
case TALENT_MOBILITY: return "Mobility"; Buff to 1.5s CD (NOT APART OF TALENT: also remove global cooldown from boost)
case TALENT_DURABILITY: return "Durability";//decino: general talent now, replace Old armor talent? 5% to hp 95% to armor?

//Cleric Talents
case TALENT_BALANCESPIRIT: return "Balance Spirit";//decino: too shitty, make it combine spirits without having the opposite one upgraded; lv 3: same level as opposite spirit level 3 = 75%(50/33%?) of level to opposite spirit
case TALENT_BOOMERANG: return "Boomerang"; 2/3/4 boomerangs

//Weapon Master Talents
case TALENT_BASIC_AMMO_REGEN: return "Ammo Regen";
case TALENT_COMBAT_EXP: return "Combat Exp."; 50% damage increase to enemies + self. (Eg. with 0 resist you take 1.5x damage)
case TALENT_TACTICS: return "Tactics"; OP remove - replace with armor pierce?
case TALENT_SIDEARMS: return "Sidearms"; Give spawn ammo for sidearm weapons
// case TALENT_MISSING: return "Placeholder";//decino: need a new weapon master talent Crits?

//Necromancer Talents
case TALENT_FLIGHT: return "Flight";//decino: replace with something usefull? reduce cube cost to 0/1? or a feign death? old plague radius talent?

//Shaman Talents
case TALENT_ICE: return "Ice";//decino: replace with erosion talent (earth+air) yes
case TALENT_WIND: return "Wind";//decino: replace with obsidian talent (fire+water) yes
case TALENT_STONE: return "Stone";//decino: replace with twilight talent (nature+darkness) yes
case TALENT_SHADOW: return "Shadow";//decino: replace, fury talent? yes
case TALENT_TOTEM: return "Totemic Focus";//decino: should increase totem health by alot yes

//Alien Talents
case TALENT_SUPER_HEALER: return "Super Healer";//decino: should heal armor and healer should always heal 150% health w/o talent yes
case TALENT_SWARMING: return "Swarming";//decino: shouldn't reduce damage, spores suck already yes



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Revamping Talents Empty no thts gay

Post  VADER Sat Aug 07, 2010 7:03 pm

case TALENT_COMBAT_EXP: return "Combat Exp."; 50% damage increase to enemies + self. (Eg. with 0 resist you take 1.5x damage)

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Revamping Talents Empty Re: Revamping Talents

Post  decino Sat Aug 21, 2010 1:42 pm

I need a few new talents for the following classes:

- 1 knight talent.
- 2 weapon master talents.

Any ideas?


Last edited by decino on Mon Aug 23, 2010 12:35 pm; edited 3 times in total
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Revamping Talents Empty Re: Revamping Talents

Post  Mmew Sun Aug 22, 2010 1:58 am

For polt talents, I like Kild's suggestion for removing the normal 5% damage buff and putting it to 3% in the talent.
Knight gets magboots? Maybe polt too, since 3/7 of the morphs deal damage in melee only.
Can weaponmasters get ammo eff/max ammo/ammo regen all rolled into one talent? I do like the crit and pierce suggenstions.

Other than that, I don't really know what to suggest, not that creative.

Ask Vader Razz
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Post  Sharpshooter Sun Aug 22, 2010 4:22 am

I was thinking about a sword talent for knight. Something like this:

Lancing - 3pts. Increases sword length 33%/66%/100%.
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Post  Grape Sun Aug 22, 2010 2:23 pm

Sharpshooter wrote:I was thinking about a sword talent for knight. Something like this:

Lancing - 3pts. Increases sword length 33%/66%/100%.

How about 25/50/75%
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Revamping Talents Empty Re: Revamping Talents

Post  Sharpshooter Tue Aug 24, 2010 4:41 am

Grape wrote:
Sharpshooter wrote:I was thinking about a sword talent for knight. Something like this:

Lancing - 3pts. Increases sword length 33%/66%/100%.

How about 25/50/75%
Sounds pretty decent. Test it like that and see how it is, if its too weak, just beef it.
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Post  Grape Tue Aug 24, 2010 8:06 pm

//Weapon Master Talents
case TALENT_BASIC_AMMO_REGEN: return "Ammo Regen";
case TALENT_COMBAT_EXP: return "Combat Exp."; 50% damage increase to enemies + self. (Eg. with 0 resist you take 1.5x damage)
case TALENT_TACTICS: return "Tactics"; OP remove - replace with armor pierce?
case TALENT_SIDEARMS: return "Sidearms"; Give spawn ammo for sidearm weapons
// case TALENT_MISSING: return "Placeholder";//decino: need a new weapon master talent Crits?


For a WM talent, instead of armor pierce, could you just change the health/armor damage ratio? Like energy weapons do 80% dmg to armor, 20% to health. Other weapons do 90% damage to armor, 10% to health (using the values from KOTS). What about a talent that increases the damage done to health by 3% per lvl? So at lvl 3 talent, energy weapons would do 29% health,71% armor and the other weapons would do 19% health, 81% armor.

Another talent could be ripped from KOTS dex tree: ammo steal. The talent stats could be 10%/17%/25% chance to steal a pack of ammo from the opponent's current weapon and give it to the attacker. I just don't want another talent that adds damage because you already have the Combat Exp damage bonus and if you implement crits, then players could make insane spam chars.
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Post  Mmew Wed Aug 25, 2010 1:23 am

Grape wrote:For a WM talent, instead of armor pierce, could you just change the health/armor damage ratio? Like energy weapons do 80% dmg to armor, 20% to health. Other weapons do 90% damage to armor, 10% to health (using the values from KOTS).
Yeah, those were changed to 60% and 80%, respectively, a while ago in Vortex, respectively. Apparently armor was too good. But that's what I thought was meant by pierce, it pierces more armor to do more damage to health.

And I like the ammo steal proc idea. The 'master of weapons' definitely needs something unique dealing specifically with guns or ammo. Maybe make it have a mechanic similar to fury, where it's limited in time so CG isn't overpowered compared to RG.
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