hakkenshi wrote:EDIT2: I'd like to modify the shared passives as well, since I'm convinced they leave the player with fewer interesting options in unique skills. Reducing them to 5 point skills and/or folding in other bonuses could really help, and I'd seriously consider removing any magic-related ones from this class - Advanced Spellcasting, Magic Weapons Mastery...
lothario wrote:hakkenshi wrote:I like your list... in fact, it's almost TOO much. We should probably cut things down where there's some overlap. I like the stun attacks especially... I'm playing a melee-based Vanq right now and when I'm fighting a bunch of guys it really helps when a stab stuns the enemy for a few seconds so I can get some more attacks in.
So you don't like the idea of stealth slowing the player a little bit? I was thinking that it could add some more tactical meat to the stew if we did that... making for a more methodical approach to murder rather than a whirling tornado of destruction. I was thinking that we should differentiate the shadowdancer class from the destroyer, as if we make this class a "charge in and kill" class, it would just be more of the same, you know?
-Loth
hakkenshi wrote:Does Shadow Clone work for you? I thought the idea of a decoy would be awesome when Stealthed...
lothario wrote:hakkenshi wrote:Does Shadow Clone work for you? I thought the idea of a decoy would be awesome when Stealthed...
That is a great idea, dude... and that reminds me of something:
It might be best to use an imaginary pet with this class.
-Loth
PS I think boss fights might actually be easier with this class if your skills are being used properly. Brutal hit and run tactics, debuffs by caltrops to discourage a chase, re-stealth and backstab, drop caltrops and escape, etc. The bad guys are going to be flinging magic at you sometimes, and summoning allies to help them, but you can take a moment to wipe out the summons with AoE skills, and then it's back to stealth attacks on the boss.
hakkenshi wrote:I'm starting testing with Stealth in the editor, I'll let you know how it works out...
lothario wrote:Okay, assuming all goes well with the Stealth test, we should break the rest of the skills down so that we don't have any overlaps in effects. The stealth/backstab method is going to be the bread and butter of this class, but what else can we expect from the shadowdancer? I've compiled some concept ideas here to stick hakkenshi's list into possible tiers:
Low level tiers (player levels 1-5)
1. There needs to be a defensive AoE centered on the player that can be used as an escape when you are swamped by mobs, similar to the Winds of Justice in the Vanq class. We should probably put this in the Dirty Tricks section... perhaps the sand in the eyes could be a smoke bomb instead? I'm thinking no damage, a small knockback, and chance of stun are appropriate effects here.
2. An attack buff for lower levels can be a big help. A poison weapon effect is perfect for adding a little extra oomph to a backstab for those harder enemies.
3. Passives here should be the Riposte, Trapspringer, and Critical Hit.
Mid level tiers (player levels 10-15)
1. The shadowdancer starts to develop his nastier side here. AoE damage and debuff effects like the Nightmare bomb and the single-target damaging and debuffing Deadly Throw serve to harass and soften up enemy positions before the shadowdancer closes in for the kill.
2. Here also the defensive manuevers become more effective, with two prominent choices for the player to decide upon. The caltrop is an activated slowing effect on opponents often used to cover an escape in order to begin another attack run or heal, and the cloak of shadows is a passive effect upon the player that acts as a partial damage absorber while stealth is active.
High level tiers (player levels 20+)
1. Ahh, the good stuff. Here we see the deadliest unfolding of the shadowdancer with devastating AoE weapon strikes like the killing spree, and nasty paralyzing techniques like the Garrote that allow a player to stun even the toughest opponents and then possibly unleash a bloody sequence of backstabs right afterwards.
2. Here also the shadowdancer has developed his body to such a degree that he can literally meld with the darkness, teleporting into his foes and knocking them back... possibly even killing or stunning them in the process.
3. But the command of shadows reveals other abilities as well... a shadow clone of the player can be formed that will distract opponents -- and then explode, often wiping out several enemies at once.
I left out the Blade Flurry, Mutilate, and Weakening Poison because they are kinda duplicates of other effects or we could fold them into other skills. Also, I think we should keep the crit hit, armor mastery, and martial weapon mastery to round out the class. The way I figure it, a player will tend to stick to one or two class skills that he likes anyway as he develops his char, and not having an armor or weapon mastery available tends to weaken the class overall.
So what do you think?
-Loth
hakkenshi wrote:It activates, but the movement penalty stacks if it's recast.
Feynt wrote:I noticed an "Exclusive" option in the skills window. Mayhaps that will only apply the skill once at a time?
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