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Which hero do you think plays the best?
Gadgeteer Hero 50%  50%  [ 15 ]
Psion Hero 20%  20%  [ 6 ]
Naturalist Hero 17%  17%  [ 5 ]
Elemental Hero 13%  13%  [ 4 ]
Total votes : 30
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 Post subject: Class differences
PostPosted: Mon Sep 24, 2007 2:30 pm 
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I just wanted to ask something:

How does each class do combat?

For instance, gadgeteers lower the opponent's level, then just cruise in for the win.
Naturalists: I have no clue. Never played as them. :P
Elementalists and psions: I just feel that they're too close to each other. They seem very similar in feel. They feel like they *should* be using their spells to attack but the ridiculous pp costs just don't justify it. It would be impossibly to keep up without wasting large numbers of turns/chips. The spells *do* come in handy for bosses but for normaly adventuring, it just isn't very viable.

So here comes the question: how exactly are each class designed?

Discuss. (Not really :P)

Edit: A poll for justice!


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 Post subject:
PostPosted: Mon Sep 24, 2007 2:43 pm 
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Just wanted to pop in and say I'm curious to see what others have to say, because I don't rightfully know the answers myself. It's tough when you're too close to the work.

Please do keep in mind that the classes have a ways to go before they're really finished. For instance, elementals are going to feel a whole lot different once some foes have elemental weaknesses, and the missing skills will round out all of the classes more.


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 Post subject:
PostPosted: Mon Sep 24, 2007 2:59 pm 
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Wow. I just noticed that quite a few words in my original post are adverbs instead of (the intended) adjectives.

And also, I've found that it's very hard at low levels to get the most out of each day because of the difficulty of collecting chips and also the turns spent just resting. It was pretty annoying up until I managed to get the ethereal club. Then, it was really *too* easy - the club would replenish your mp while you buffed yourself to the skin so that you can just attack.

And also, I would like to say that psion skills (I think they've all been implemented to my knowledge... I think), are really weird. They branch off in all sorts of directions. For instance, the first skill, aura:vigour really doesn't tell a new player what a psion is about. It tells him/her that playing it means that you should attack with your weapon. But then, you get the skill telekinesis, and that tells you to use the skill. But the skill isn't very viable because you'd spend absolutely s***loads of turns just resting to get your pp back without using up all your chips which you so desperately need for leveling up. If I should relate psions to a KoL class, I really couldn't say any. And if I were to say one at gunpoint, then I would say turtle tamer, to the surprise of a few people. They play a bit strangely, what I feel a turtle tamer feels like. Sometimes, they use their skills, and other times, they attack. But with buffs to help them along. It's weird.

This isn't the case with the elemental. Although I still can't bear using 'elemental' as a noun. Allow me to use elementalist. Anyway, elementalists seem easier to figure out. They just use spells to blast their way through enemies. A bit like the sauceror class in KoL (before NS13).

Gadgeteers are *really* easy to play. I have to say. I suppose if I have to relate it to a KoL class, I would say disco bandit. Easy to pick up and play. You just use your stun gas, or electric net, and then just attack, attack, attack.

And as for Naturalists, I have no clue.

/me hurriedly transmogrifies talisman on a multi.

Oh, and I just reminded myself on the devil dice thread, I think the level costs in chips are a tad high. I have to scrounge in order to level up at the casino where you can get several hundred at a time. It may be a bit frustrating to newcomers because getting that adrenaline boost is really helpful in getting somebody to carry on playing TH because being able to play for a while definitely helps. This scrounging isn't very fun. A bit like powerleveling in KoL, really.

Oh, and should I stop referencing everything to KoL?


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 Post subject:
PostPosted: Mon Sep 24, 2007 8:34 pm 
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I'm an elemental.

I tend to be very conservative with my MP (or PP, in this case) in any RPG-type game, so I mainly play as a fighter with a bail-out button. When I was adventuring in areas I could barely handle, I'd spam spells and rest as needed to restore PP fast. Trading chips for HP or MP is just too costly.

Of the buffs I've got, the only one I found really useful is the fire shield (I think it's called) -- it deals damage to an enemy if they hit you. The other buffs are apparently damage reducers, but they didn't seem to have enough of an effect to make them worth their cost (again, I don't like to spend PP).

Ethereal club is win. But pandimensional scepter can't be overlooked either. Basically, equip scepter and go to the toughest area you can until you're out of PP, then go somewhere safer with the club to restore your PP. Then back to the rough place. Once you've got Lifeblood Manipulation (HP 4 or 5 points shy of full for 20 PP), HP restoration is no longer an issue.

Now that I have the ethereal club, I use spells A LOT more, and that is how I feel the class is intended to play. It's certainly more fun using spells just because they don't miss.


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 Post subject:
PostPosted: Mon Sep 24, 2007 8:50 pm 
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Jesus wrote:
The other buffs are apparently damage reducers, but they didn't seem to have enough of an effect to make them worth their cost


Can't remember if I mentioned, but just yesterday I realized that Air Shield was woefully inadequate, and now it scales with level to a certain point. Didn't look at the other yet, but it may also need tweaking.


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 Post subject:
PostPosted: Mon Sep 24, 2007 9:02 pm 
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Jesus wrote:
the ethereal club
Best. Weapon. In. The. Game.

Let's see... from what I remember playing the classes (didn't play much as a Psion or an Animalist).

Gadgeteer: Seems to be the easiest class to play. A wide range of delevers (perhaps too many), bonus to damage, healing spell, and armor/weapon tweaks. Total powerhouse. Stun Gas is possibly the most powerful spell in the game, letting you adventure way above your head, especially with the occational stunning effect.

Elementalist: Just started a new one of these, and they're an interesting mix. Their spells are weak, but seem to scale with what they're fighting nicely. Lack of PP is the biggest problem. Still, spamming Lightning Bolt works rather nicely, as does Groundquake (Stun Gas seems better, though). Jesus is pretty spot on for early levels: fighter with a big honking "oh shit!" button. Fire shield is awesome.

Animalist: This is an interesting class. Lots of buffs, and their attack spells were pretty neat, too. Seem kinda like Turtle Tamers in that the spell can miss. However, I seem to remember their spells joining with a normal attack, so an Ethereal Club will help pay for their attacks.

Psion: Er... really don't remember much, but I seem to recall having a hard time with these. The buffs were neat, but not too major, and the spells were neat, but didn't pack the punch of the Elementalist spells.

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 Post subject:
PostPosted: Mon Sep 24, 2007 10:08 pm 
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Well, atypical of me, I'll give a short and simplistic answer. I do like the concept of gadgeteers a lot and I am in love with my psion. I haven't played an elementalist yet (at least, not from scratch to god leveling), instead the naturalist skills simply do not fare well compared to my personal taste :).

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 Post subject:
PostPosted: Mon Sep 24, 2007 11:21 pm 
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/me agrees with jesus, and the ethereal club is win.

I dont know if this is how other classes fare, but its a crap shoot whether a monster will fall like nothing, or the very same mob will kick my ass. Even barring criticals. But once i got the club + lifeblood, its been ridiculously smooth sailing.


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 Post subject:
PostPosted: Tue Sep 25, 2007 3:10 am 
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I'm the mage one with the triangle gradient things. I guess I'll pick that one see how it's my only class so far =/


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 Post subject:
PostPosted: Tue Sep 25, 2007 11:23 am 
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I don't mind sharing a bit about my original intentions for the various classes here. Not sure if it'll shed much light, but ...

Gadgeteers work on the idea that the best offense is a good defense. Hence the deleveling, the armor improvements, the (eventually) battle armor. With toys and electronic resourcefulness, of course, because that makes them gadgeteers.

Naturalists originated with the idea that the best offense is a good offense. Muscle power is supposed to carry the day, though the variety of the natural world gives them versatility.

I'd envisioned elementals as being the spellslingers of the group. At low levels I did expect them to have to fight though most options (with spells as an escape when needed), but at higher levels the idea is that spellslinging should be more viable. Also, as mentioned, once foe elemental resistances and weaknesses are added to the game, I think elementals will naturally become more complex/interesting.

(And sorry, frost_maze, but I've been using "elemental" as a noun from D&D since 1985, so I'm gonna stick with it. Weirdly, I absolutely HATE it when shampoos advertise that they're good for you because they've got lots of "botanicals" in them. Same thing, I'm sure.)

Psions. I'm not sure how these guys are supposed to be played, and that may be part of the problem. As a heroic type they're too important to ignore, though, so they're in the game. They've got the most obvious weakness (trouble with mechanical/robot foes) so there ought to be some important advantages, too. I guess my idea is that with great intelligence should come great versatility. So that's why the auras work in vastly different ways. Sometimes they fight, sometimes they spellsling. The unimplemented skills will probably be important here -- I could see some skills that allow you out of or around situations in ways that other classes shouldn't be able to follow.


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 Post subject:
PostPosted: Tue Sep 25, 2007 12:05 pm 
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Oh. So psions are like the ablative case in latin. :(

And also, a suggestion, maybe as a high level skill, as psions are meant to be flexible, maybe they should be able to temporarily use their intellect skill to boost other traits? Just temporarily but burning a LOT of pp, otherwise, it would be really rather overpowered but then again, with the weakness to artificial intelligence, it might not be. Anyway, what I'm trying to suggest is that if the psions are meant to be versatile, then maybe they should be given the skill of being versatile, ie, being able to manipulate their stats temporarily. Anyway, that was just a suggestion. Feel free to rip it apart by saying how unbalanced that is.


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 Post subject:
PostPosted: Tue Sep 25, 2007 6:01 pm 
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Ryme wrote:
Psions. I'm not sure how these guys are supposed to be played, and that may be part of the problem. As a heroic type they're too important to ignore, though, so they're in the game.


Well, if the main reasons for Psions to exist are thematic, it would be interesting to look at that theme and build upon it. When I think of heroes with mental powers, I definitely envision more of a spellcaster than a hand to hand fighter. Perhaps they could spellsling, but in a way that is distinct from Elementalists. I did find the class's Wind Warrior ability interesting. Maybe instead of spells, the Psion could focus on summoning spirits or ghosts which would act like familiars in combat.

Mind control is another interesting ability, though I don't know how one would apply that to the game.

Another idea might be some other form of precognition that could show the player what will happen in future turns (in other words some form queue manipulation). Other forms of clairvoyance could be fun, including Clairgustance, which according to wikipedia is "a form of extra-sensory perception that allegedly allows one to taste a substance without putting anything in one's mouth." Now that would be awesome.


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 Post subject:
PostPosted: Tue Sep 25, 2007 6:06 pm 
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Prestige wrote:
Other forms of clairvoyance could be fun, including Clairgustance, which according to wikipedia is "a form of extra-sensory perception that allegedly allows one to taste a substance without putting anything in one's mouth." Now that would be awesome.


Wow. I wish I had that skill. I would sit there and taste chocolate all day long without actually ever eating any of it. That would be amazing!

Your other points are good. The auras are intended to be a kind of mind control--it messes with others by making you seem like something, until you get the benefit of being that something. That's a sort of mind control, but a non-evil kind. (A hero has to be careful not to turn their powers to dark uses, after all.)

If I decide to do it in this game, Psions would definitely have the ability to either attract or repel foes, or both (in other words influence combats/noncombats).

More spirits/ghosts might be interesting, though. Or perhaps their attacks should be more effective against those things (like the astral beasts) to counteract their trouble with robotic foes?


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PostPosted: Tue Sep 25, 2007 6:52 pm 
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I like the idea of psions having a few different "combat familiar" buffs. That would allow the class to be a kind of spell slinger, but with a different flavor from normal direct damage spells. For instance, instead of Mind Jab, imagine being able to summon a poltergeist or something which would have a variety of different combat actions like KoL's NPZR or fuzzy dice. Another could have defensive/attack blocking abilities. They could be described as ghosts (making the psion more of a medium I guess) or as imaginary constructs the psion forms with his mind. Just some ideas... make of them what you will.


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 Post subject:
PostPosted: Tue Sep 25, 2007 8:29 pm 
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As a player, here's what I thought when first presented with the classes:

Gadgeteer -something with items, like using spare parts to upgrade weapons/armor, or to make class-exclusive items. Sounds really cool.

Psion - mind stuff, probably has a lot of defensive buffs and weak attack. Likely to get the best spells (typical +item, +currency stuff*). Probably more difficult at lower levels. Also sounds cool.

Naturalist - the description of this class in the manual screamed 'fighter' to me. Nice, simple. Probably beats the crap out of things on lower levels and probably doesn't consume a lot of PP to do it.

Elemental - I had no idea. Between the cool-sounding Gadgeteer and Psion, and the classic fighter Naturalist, I figured Elemental would be the least popular chioce. It doesn't sound as cool, and it's niche isn't clearly defined. I went Elemental because I figured most people wouldn't.





*after a combat... Something tells you that you ought to give your opponent's left sock another look. You find an additional 20 chips squirreled away where he thought no one would look.


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PostPosted: Tue Sep 25, 2007 8:58 pm 
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My very first impression was exactly the same as Jesus gave. Except the Elemental that from the first moment gave the the clicheed image of a sorcere slinging fireballs and ice shards while levitating on a cloud with various parts of his skin transformed to stone :D.

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 Post subject:
PostPosted: Tue Nov 06, 2007 9:15 pm 
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Hmm, here was my take and much is based on the fact I have extensive knowledge of both comic books, Dungeons and Dragons and a variety of spinoff games in various genres (electroncic versions, rifts, gurps, card games, etc).


Gadeteer: Batman or a steampunk themed character such as from Arcanum (pr whatever te PC game was that helped introduce the concept). Currently, the class seems a bit of a mix of both. You have some combat abiilty like Batman or Robin or Nightwing, MoonNight, etc, but also have a lot of advanced technological opportunities bordering along the lines of um, well, positron computers are like Mr. Fantastic stuff almost. Sort of. Kind of. Oh, Shi'ar computers. Like Cerebro. ;) There we go. So more like something Beast or Forge could make.

Elementalist: Obviously someone who used the elements. I instantly thought of Storm, Human Torch, Sunfire, IceMan, Dr. Strange and various elementals from Dungeons and Dragons as well as typical wizards and the like. Druidic magics were also in mind but as this is a superhero game, I try not to let my mind expect typical fantasy stuff. Anyway it seemed obvious the character was designed to sling spells and classic element energy.

Naturalist: Druid, particularly the prestige class called Beastmaster. I tried thinking out of the fantasy-type shell and Beastboy from The Teen Titans (a DC character) came to mind. Overall the idea of someone changing shape into animals or who used animalistic focused abilities limited the class ridiculously in my mind and murdered my interest in it. I like beastboy, I like beastmasters, but the class seems -extremely- niched into that and only that category while not really using names and terms that cover 'naturalist' very well. It also isn't a superheroish themed named- leaning heavily towards the mystical fantasy genre. I shied away from it but understood it was a brawler.

Psion: Totally self-explanatory. I knew it was going to involve mental abilities but most psychic superheroes are honestly pretty lame. It's the villains who rock since they actually use their psychic powers in ways beyond telekineses. Professor X, Jean Grey (AKA Phoenix), Psylocke (an exception to the heroes with psychic powers being lame), The White Queen, The Shadow King, Namor and Guardian are all examples of the variety of psionically endowed heroes and just how versatile those heroes can be. The white queen possessed ice mans body and used his powers in a variety of ways, Jean Grey is mind numbingly consistent at telekinetics and telepathy. Pyshic bolts and typical invisible stuff that gets old after a while. Professor X controls people mentally, makes them see illusions, even managed to make himself walk again through force of mental might (no longer an option sadly), he's wiped magnetos mind clean, etc, etc. Namor and Guardian create limited invulnerability fields around their body because their minds and perceptions are so strong. It is a form of psionic ability. Psylocke uses her mental powers to make herself invisibile, craft visible psychic blades which she attacks with, augment her physical prowess in hand to hand combat, and to distract the enemy with mental hallucinations so she can move in for the kill.

In D&D type games psionics often involves a warrior aspect or mage-like aspect. The warrior aspect being much like psylocke on Crack-augmenting strength, speed, teleportation, shrouding oneself in flame, augmenting hormones, density, growith new body parts, et-

and the mage-like part: creating astral constructs, telekinetic bolts, massive hallucinations, flight, ectoplasmic bolts, spirit summoning, mind control, levitation, etc, etc.

For the moment, Psions seem vague. In truth, all the classes seem to lack the definitive 'hero' feel, though gadgeteer is the hands down best name and skillset of all of them.

It is my hope in the future that more appropriate names (for some classes and abilities) come to light to help define the hero aspect a lot better versus the fantasy aspect. Sometimes the distinction is hard to make but the game is in its infancy so ideally it would be easier to address before it grows into the sick beast that it most surely will become.

That's all. :p

Edit: Good job on the lack of colors. - neo


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 Post subject:
PostPosted: Wed Nov 07, 2007 12:35 am 
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Is there any provision for Hulk/Juggernaught/Superman style heroes? I mean, I know it plays a little close to mimicry, but it would be interesting to explore becoming a superman bit by bit.

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PostPosted: Sun Nov 11, 2007 12:56 pm 
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I felt to compare my thoughts on the classes, and point out some interesting things I see in the potential of each class.

Gadgeteers- Everyone knows this type from a differant video game, the type that is so annoying to hit because they always have an unfair adventage and a couple tricks up their sleeve. I love the idea of this class personally, being able to inhance their armor and stuff with reinfocements, but then also alwaysa making sure to have some extra stun gas on the battle field. I dunno why but I kinda have connected Gadgeteers with the lightning element of other games. Usually has the highest potential for damage, can stun you, annoy the hell out of you, but if you can manage to get a hit out, the caster is pretty much toast.

Naturalists- I'm still not sure what I think about Naturalists, but my main character is one, I am usually a huge fan of the druidic type character so I am very interested to see where this one goes :D.

Elementals- Havn't played one yet, but I see them being 'One hit Wonders' so to say. The hit like trucks, maybe even taking a mob out in one hit, because they can't take too much heat on the battlefield

Psions- I think the Psion is the most interesting class to me because it has so much potential. Right now the have the auras, which I think is a very cool idea. Now I havn't played one very much, so this could be the way it is already. But I think the psion should recieve say, 3 aruas in between level 1 and 12, one could be offensive based, one befensive based, and one balanced, thats just a rough idea. The idea that I really like is a psionist being so to say 'Hulk' like, accept at will. They have a couple forms that they can switch between, maybe called meditations, or concentrations. This means that the psionist could be the psionist, a weak caster with a whole bunch of spells doing cool things, or turn into more of a power house character at will, maybe a brawler or something of the sort.
The Psion would also be the right class to be charming enemies into protecting them. The Psion could maybe have a skill that causes the monster to become it's pet for a couple turns, this is of course not an original idea, but I still like the idea. I see the psionist as maybe having two options for fighting, fighting in their malee form, or tricking some kind of poor monster into being their meat sheild and throwing spells around it.

Anyway, the game is looking fantastic :)


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 Post subject:
PostPosted: Sun Nov 11, 2007 1:13 pm 
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Good for fantasy.
This is superheroes.


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PostPosted: Sun Nov 11, 2007 1:24 pm 
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Rune wrote:
Good for fantasy.
This is superheroes.


Well for Psions my idea with the auras I admit was an idea from pretty much every fantasy game, but it worked with Acordian thieves in KOL, and that was stick figures, not fantasy.

I dunno, they where just some ideas I was throwing out there.

But I think superheroes are a type fantasy...unless I'm missing something :)


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PostPosted: Sun Nov 11, 2007 2:51 pm 
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I think the Psion idea really does have a lot of potential.

There could be so many things for it... I dunno. I'm thinking that they'll be pretty much 'spellslingers' in constitution, but much more balanced in fighting style. Here are just a couple of ideas of how to buff up the class without making things too crazy.

Near-death experiences - When beaten up, gain more xp

Telepathy - If and when sidekicks are implemented...

Rather than giving the ability to the elementals, I think that psions should have more of the 'passive damaging' buffs like air shield.

So I dunno... mebbe at least one from each other class' fields. Something like gagdeteer gas, elemental buffs, and naturalist...

Nevermind. Just throwing ideas out there.

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PostPosted: Sun Nov 11, 2007 4:51 pm 
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Ryme wrote:
Gadgeteers work on the idea that the best offense is a good defense. Hence the deleveling, the armor improvements, the (eventually) battle armor. With toys and electronic resourcefulness, of course, because that makes them gadgeteers.


Battle armor? Heh, sounds like we'll have mecha suits or something. Imagine the nerdy wimp-looking guy, going out patrolling.

Thug: Heh, this oughta be fun.
Hero: Yeah, for me! *backpack transforms into battle armor*
Thug: ZOMG o_O


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PostPosted: Mon Nov 12, 2007 2:45 pm 
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From talking with my friends, the Psion seems to have the least going for it.
I'm using an elementalist, and at level 9 am dealing ~35 damage for 1 PP, or ~45 damage for 5. Their stats are balanced enough so they can take a few hits, but there is enough emphasis on int so I don't need to worry about running out of PP or anything like that.

My friend who is running a gadgeteer has crazy high reflexes, and seems to pretty much tearing though everything but bosses.

My friend who's using a Psion complains that he has no real way of dealing a ton of damage through skills, and that his strength is pretty low, so he has a really hard time killing anything.

As I'm only personally playing the elementalist, this is just what I've been told, but it seems like the Psion needs to be buffed a bit...


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PostPosted: Mon Nov 12, 2007 3:49 pm 
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Psions have been NERFED. *Ahem*

You really shouldn't have done that to them, nerfing the ethereal club, but then again, it was WAY too powerful. But now, they're useless*. No way of getting lots of PP back without excessive adventuring/resting/amounts of chips. Maybe it should be time to start including hero-type-specific items, which each one can buy. Because my psion would be having a hard time if everything wasn't so easy to kill (*moderately* high level, right now).

And also, I'm curious. What portion of the player base is what hero type? Do you have anything on that?

Quote:
My friend who's using a Psion complains that he has no real way of dealing a ton of damage through skills, and that his strength is pretty low, so he has a really hard time killing anything.

You should tell your friend to start levelling up and using the combat skills (s)he's been given. They are there for a reason. :wink: Although then again, I would think that your friend meant 'dealing a ton of damage through skills RELIABLY'. There you have the problem: mainly low level PP.

I think this thread has shown that there is a serious need of balance in this game. In my humble opinion. *Prostrates self at your feet, O Ryme*

:P

*Edit: the ethereal club is still my weapon of choice. The PP is really valuable. So they're not useless. Just useless in comparison to its previous glory.


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PostPosted: Mon Nov 12, 2007 9:32 pm 
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I've only really played Gadgeteer and Psion so far. I like Gadgeteer a little bit better because of the debuff power, but I also like my Psion character. Mystery Aura + Wind Warrior + Mind Jabs seem to be taking care of most enemies so far.

Then again, I haven't really played the other two classes.

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PostPosted: Tue Nov 13, 2007 12:58 am 
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My personal preference is Psion, not necessarily because it is an especially strong class, but it is definitely the coolest... (in my opinion)

I like it's potential, and what has been done so far with it... it makes me happy.

And I read in an earlier post that someone said that all Psion-type heroes are pretty much lame. I absolutely disagree, with one word. Jedi, the uber heroes....

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PostPosted: Tue Nov 13, 2007 2:10 pm 
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more specifically, 'I' said that the ones in comics tended to be lame. There is only so much telekinetic and astral stuff you can do before I really start wanting to see something, anything else.

In sci-fi and other genres, psionics is handled better.


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PostPosted: Wed Nov 14, 2007 6:30 pm 
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I myself have played through as both a Naturalist and a Gadgeteer.

I find that Barstool's description of Gadgeteers is very accurate, I've been finding your regular mobs very easy, and as such have levelled a fair amount quite rapidly. However, bosses are indeed a great pain, most of them I've done without dying (bar the Troutmaster - Jesus Christ!) but only scraped through with a few hitpoints left. Saying that, I know for sure I would have died if I hadn't found levelling up so easy with a Gadgeteer, so I guess it all evens out.

I've not played so much with the Naturalist, as I've only just hit level 10 and completely forgot about the quests (only just remembered and did Go Fish, for example) but I believe I've got a good feel for the class. Their buffs are invaluable, and the most prized ones - +5 to stats - are relatively inexpensive. I almost always have Mantis Reflexes and Ant's Strength on me, they are priceless in my opinion. I've been beaten up more regularly with the Naturalist, due to lower Reflexes than the Gadgeteer I imagine, but the combat skills are useful when you're in a bind. I tend not to use them, as I like buffing myself to the hilt and don't have an ethereal club yet, but I'll hammer a boss with Charge of the Bovine and Trample of the Rhino for a fairly easy victory. Tame on the other hand, seems relatively useless at the minute, but I assume this will be improved upon in the future. :)

In my opinion, the Gadgeteer wins out just, partly because you can level so fast, mostly due to creating stuff and practically customising your noncombat skills, but the Naturalist is good fun to play as, especially if you like buffing others!


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PostPosted: Wed Nov 14, 2007 8:04 pm 
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I really like elementalists personally. I can regularly hit monsters without missing very often in the fiendish pit. Also the high level skills do tons of damage and now for even less mp. On the other hand the low mp skills help for quick easy damage. A very solid character especially if you factor in damage absorption buffs and breathing underwater (who wouldn't want that).

I saw all these psion people and I thought I needed to stand up for my favorite class.


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PostPosted: Wed Nov 21, 2007 12:47 pm 
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Heres my take on it all.

I think that classes are too broad. First of all, naturalist seems like it should be split. The strong fighting type(superman, the hulk, etc.) and the beast master. These are too very different classes that have been lumped together. Separating them will make it much more interesting.

Also, no superheroes are alike. At least in comic books and movies and such. In this game however every super hero is alike. I think that classes should start off the same. Then after getting some basic skills the class splits into more classes. A new talisman could be distributed here. For example, Around level 5 an elemental could have to choose a specific element, and all of its later skills would involve that single element. Each elements would have its strengths and weakness. Fire-huge attack and offense stuff, Earth-defensive buffs and such, and so on. This would add a lot more strategy and depth into the game. It would also allow room for more unique and complex skills. A Gadgeteer might have to choose between computer technology skills,allowing that branch of the game to be elaborate, or self improvement skills(armor and weapon buffs, possibly and missile attack, etc.)

This could also allow a neat quest in which you would end up picking a path.

Another idea is to at least have a few levels in which you have to pick a skill to learn out of a few. For instance, you may have to pick between a good offense attack and a good defensive buff. Or maybe a buff and and passive. This would also make characters more unique.

This would be a unique and fun thing to do, and it would set TH apart from other similar games. (I'm getting tired of everything being compared to KoL)


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PostPosted: Wed Nov 21, 2007 2:29 pm 
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I whole-heartedly agree.

...What? Was I meant to add something? :roll:


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PostPosted: Wed Nov 21, 2007 7:49 pm 
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Hazard wrote:
Another idea is to at least have a few levels in which you have to pick a skill to learn out of a few. For instance, you may have to pick between a good offense attack and a good defensive buff. Or maybe a buff and and passive. This would also make characters more unique.
I like this idea better than becoming new classes. It does seem like it would lead to "best builds" but with a little careful work on balancing, it could really be an interesting choice.

I'm thinking something like "supertinkering" vs "improved gadgets" that make stun gas, electric net, etc slightly cheaper or slightly more effective.

Actually, a level where you choose between a skill that makes those cheaper OR more effective would be very interesting.

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PostPosted: Wed Nov 21, 2007 7:56 pm 
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Exactly.

The more choices we are presented with, the more interesting the game is, the more strategic the game is, and the more fun the game is.


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PostPosted: Thu Nov 22, 2007 1:52 pm 
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Not to mention the more complicated the game is. And that's not neccesarily a good thing. Most of the vocal people on the message boards are experienced players, most of whom come from KoL (such as myself). But we forget about new players, who find this game by chance in Google. TH already has more equipment slots in KoL, a more advanced time system, and more places open to a new player (I think). We need to keep these people in mind when we complain about how simplistic the game is. But at the same time, I agree with many of the points. It's not likely to see any new classes (extremely unlikely), but it would be cool for higher-level players to have branching classes that become unique via different talismans. Perhaps a quest chain where you trained under masters of each type of branch, and then you chose one and have to succeed in some type of challenge to get your new talisman.

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PostPosted: Thu Nov 22, 2007 3:26 pm 
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I would like to avoid "branching out into more classes at higher levels", mostly because of how Nexus Wars handled it. It seems to me a little bit awkward - like you can't really be a superhero if you're an elemental, you need to be some advanced version to actually be a superhero.

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PostPosted: Thu Nov 22, 2007 8:44 pm 
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If people want a simple game than they can play KoL. We aren't competing for members...or shouldn't be. The games should differ in levels of complexity.

Also as is, I feel like the naturalist deserves to be split still. From the description I expected a druid/beastmaster type of character, but they now seem like more of a tank. It would make much for sense for a whole new class to be developed, and if there ever is a time to create/drastically alter classes the time is know. The more popular the game gets the more difficult it will be to pull something like this off.

My rationale behind having diverging classes is thus. If you think about all of the "elemental" superheroes in modern culture, none that I can think of are adept in all elements. All of them have specialties that make them unique and interesting. Would storm be as cool if she could manipulate all elements? Or how about the human torch?[/quote]


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PostPosted: Thu Nov 22, 2007 9:34 pm 
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Elementalist is probably the worst class to play as because they can never do any damage, especially when you're trying to level.

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PostPosted: Thu Nov 22, 2007 9:41 pm 
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From the superhero standpoint, the Naturalist is spot on. Sure, he'd be a Fighter/Druid in D&D, but this is a different genre. A massive dude who calls upon animal spirits to be even more rawr is pretty standard.

As much as I hate to admit having watched this show, the Naturalist is somewhat similar to Bravestarr.

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PostPosted: Thu Nov 22, 2007 10:59 pm 
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Hazard wrote:
Would storm be as cool if she could manipulate all elements?

Storm isn't cool. "Hello, I used to be a pickpocket, but once my mutant powers manifested, people worshiped me as a goddess. My ability gave me the power of life and death over these people, so naturally I wouldn't contend my deification. I spent ages with Forge as a romantic interest, but then Black Panther came along... well, didn't really "come along", since his character had been around for decades... and, well, we're the only two black characters people really know (Luke Cage, Black Lightning, and Blade aside), so it was only natural we get married. Well, that and he's a king. Only a king ought to get a piece of a goddess after all. I'm so much better than you all.

And I have cat eyes. Sometimes. Sometimes my eyes just show up white. Because I'm so special and cool."

That, and weather manipulation is too broad a power. I mean, what's the limit of that, with a creative writer? Storm sucks.

/threadjack

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