1/4/2024 0 Comments Wildermyth themes![]() Without these abilities, however, whole team should wait for bear/elm/stone warrior. This fact can be offset with warrior's zealous leap, mystic's tree call or general windwalk. You are just not going anywhere being an older warrior with a speed of 2. The speed debuff is very hard to overcome on anyone not hunter. These three should be reworked in some way or another. Elmsoul, Child of the Hills and Beartouched come with CRIPPLING speed debuff on legs. But only if you leave one human arm to hold a wand. Something should be done here, dunno what.Īs a sidenote, Shadow is the ONLY theme which is definitely beneficial to get, melee damage it can deal is HUGE. There is completely zero reason to transform the second arm. ![]() Two hands transformed provide you with "physical_damage_bonus+potency+1d3+2". With 1 shadow hand + top wand you have the following damage formula: "physical_damage_bonus+potency+1d3" and get +4 dmg from wand alone. Themes dependent on potency for damage (Shadow, Star and, to less extent, Botanical) are vastly better, even OP, if you decide not to transform your second arm and use it to hold a wand instead. Make more hunter abilities that benefit melee builds or are generally useful regardless of build. Make hunter abilities and Bowmaster benefit ANY ranged attack. The answer to this problem should be twofold: There's only so much hunter abilities that benefit something not bow/crossbow. Preferably both.Īnd yeah, I understand that you save on resources if you have theme melee character, but it usually doesn't matter past chapter 4. They have to be better than conventional weapons in some way or another, be it more powerful and unique stunt effects or just straight more damage. And, again, you give up versatility for this. Most damage formulas are "physical_damage_bonus+3+1d4" which means 5.5 statistical mean for one-handed or "physical_damage_bonus+5+1d4" which means 7.5 statistical mean for two-handed AND +3 stunt without any special effect, which is equivalent to tier 2 weapon stunt. There is completely no reason to get physical melee abilities from themes - they are just mediocre. One should have some additional benefit of fully transforming, like a "full set ability" be it a passive or active. Secondly, tier 3 weapons are always better in terms of damage than any transformation damage you get. Firstly, versatility you get from 2 sets of weapons is a huge advantage which is hard to give up. It is often beneficial to not fully transform. Ok, except maybe gorgon and petrified transformations, which I assume were not intended to be anything but thematic.Īny theme is preferable to be equally playable in any of the existing classes and should not require specific build to be playable at all.Īll discussion comes from playing about 30 games on default (Rowling) difficulty. ![]() By that I mean that partially transformed, fully transformed and "unmaimed" characters should be equally powerful and playable. My (subjective) analysis comes from the following (subjective) premises: And it also gives the right vibes given that heroes of myth often had some kind of special abilities granted by spirits, gods or whatever else. A team of weirdos can be very funny visually, thematically and mechanically. ![]() I'm going to list some general problems and touch some specific themes only if I desperately need it. I've been writing a detailed theme discussion for a couple of weeks already and understood that I'll never finish it, so I decided to make it less structured.
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