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(Throwing this out before I start work on it) [Skill] Witcher

Discussion in 'Modding' started by lccorp2, Mar 18, 2012.

  1. lccorp2

    lccorp2 Member

    Hey, guys. After so much work on RR, I'm finally itching to have another go at skill modding, and I've got a bit of an idea.

    Witcher is a gish (but strictly speaking, rogue) skill that revolves around close-range combat and general support. For those who've read the Witcher novels and short stories or played the games, I'd also like your thoughts on whether the stat boosts are fitting to the theme.

    Also, does anyone know what happens if two multibuff buffs are active at the same time?

    Level 1: Mutant!

    *No activated ability
    *2:life_regen:, 1:sight:, 1:alchemy:

    Level 2: Sign of Aard

    *Light to moderate :mana: cost
    *Heavy knockback (value 4) in a 2x3 box (template 89. Or maybe cone, if it works?), accompanied by minor :dmg_crushing: and/or :dmg_aphyxiative:. Scales somewhat like Nacrosomatic induction, intended to be a support spell.
    *2:sagacity:, 2:magic_power:

    Level 3: Sign of Igni

    *Moderate :mana: cost, comparable to various nukes
    Moderate :dmg_blast: and :dmg_conflagratory: damage in a 2x3 box (template 89), followed by a small residual flamefield that does :dmg_conflagratory:. Expected to scale somewhat like pyrokinesis or obvious fireball.
    * 3:crit: 3:haywire: 2:dmg_conflagratory:

    Level 4: Toxin resistance

    *No activated ability
    1:resist_toxic:1:resist_acidic:1:resist_putrefying: 2:life: 1:alchemy:

    Level 5: Combat Acumen
    *On a successful counter, 50% chance to deal ( :melee_power:+1) :dmg_slashing: in a 1x3 box (template 88/04)
    *5:edr:2:melee_power:4:dodge:3:counter:

    Level 6: Sign of Yrden
    *Moderate :mana: cost
    *Creates a 1x1 non-permanent mine on the ground that lasts 20 turns and stuns for two turns, followed by root for another 3. May make unresistable, or add some damage.
    *4:savvy: 3:sagacity:1:trap_level: 1:trap_sense:

    Level 7: Sign of Quen
    *Moderate initial :mana: cost. Drains mana at 1 per 5 turns.
    *Activated buff, 7:armor_asorb: and 10:block:
    *On successful block, shocks all enemies around the player for heavy :dam_voltaic: (template 20)
    *Drains 5% of mana for a successful hit on the player, or if the player succesfully blocks.
    *Mana does not regenerate while Quen is active. (I.E. -99:mana_regen:)
    * 2:armor_asorb:, 5:block:, 5:life:

    Level 8: Sign of Heliotrop

    *36 turn cooldown, 12 turn duration
    *Buff allows two attacks per turn (multibuff=2) and grants 15:magic_resist: 15:reflection:.
    *10:magic_resist: 10:reflection: 5:dmg_aethereal: 2:resist_aethereal: .

    Any thoughts? Buffs? Nerfs? Is this unique enough from what already exists?
     
    OmniNegro likes this.
  2. I like it a lot! Props to you, good sir :)
     
  3. Dirpudds

    Dirpudds Member

    This does sound like it would make Dredmor quiver in his skeletal boots, the White Wolf would be proud.
     
  4. lccorp2

    lccorp2 Member

    Thanks. There is one icon that's just Geralt with eyebrows doodled on; hopefully it doesn't look TOO awful. I still need to know what happens if a player has two multibuff buffs on him at once, as well as whether block/counter/dodge count for the purposes of triggering playerhiteffectbuff. I know that they don't for consuming buff charges for being hit, but not completely sure about the trigger.

    I've already completed the coding for the skill, as well as tweaked some of the stats on the list (will get around to updating). Now I'm working on the icons, as well, as waiting for the patch to be released so that the various triggers, as well as drainmana work again so Quen, Combat Acumen, etc. can be tested properly.

    I'm trying to build some inherent weaknesses into the skill: lack of range, mana inefficiency, as well as requiring a wide spread of stats, so that stacking one stat in hope of making, say, igni useful will make Combat Acumen (requires counter) Quen (requires block)and Heliotrop (requires melee stats) useless. Maybe that's too much, maybe it's not enough, but I can't really test it at the moment.
     
  5. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    I haven't actually counted them up, so I may be eyeballing it wrong and way off here, but.... The passive stat boosts per level seem a bit high. Have you compared them to the number of stat points that skills give in the main game?
     
  6. lccorp2

    lccorp2 Member

    Yeah, they're a bit high. I actually based the stats off Essence's mods, but the stats on, say, igni, heliotrop and yrden will probably be tweaked down some. I'm currently working through my GRPD playtest run.
     
  7. OmniaNigrum

    OmniaNigrum Member

    This mod is OP. Very much so. But I like that in a mod. I think :counter: should be exceptionally high with this mod and any warrior skills. Otherwise what is the point?

    But remember that The Witcher is a very different game. Sometimes imitating things too closely cannot work out right. Igni is pretty crappy in reality, but Igni is not the purpose of the mod, it is just a side benefit that pretty much sucks.

    This mod with Barrier Warden makes for a nearly immune tank of death. I like. :)
     
  8. lccorp2

    lccorp2 Member

    Sorry to burst your bubble, then - a bunch of stats have been nerfed already.

    Also, the reason Quen is overpowered on 1.0.9 revB is that the mana drain for getting hit is not working.