[Suggestion] Ultrarare traits?

Hey there,

some people in the modding section (thanks to them!) have uncovered that currently there are no ultrarare traits, however some rare traits with extremely low likelihood (Path of the ...) - it would be nice to see some ultrarare traits in the game so we can really get excited when we see those - not just Path of the ... but some other REALLY cool and powerful stuff - what do you think?

 

11,651 views 21 replies
Reply #1 Top

I go back and forth.

 

Mostly though I hate having a chosen path for my sov and then getting stuck picking from a bunch of mage traits on my assassin.  In fact making an assassin is impossible with the trait system currently.  

 

I definitely think that your chosen "path" should heavily flavor your options later on.  The random thing can work but we need to be able to rig the RNG a little so that we have some ability to build our army intelligently.

Reply #2 Top

Really arn't enough overall talents for even just rare talents so far. eventually I would like to see ultrarare talents but as a reward for quests or achievment (kill 20 ogres) rather than just a random bonus. Once I killed a stone golem for a quest and was rewarded with the Shadow World spell. This was an awesome feeling even if the horde of rampaging demons I summoned didn't do anything.

Also, current game doesn't support super powerful abilities. What would it do?

+20 Int

+100% spell dmg

+10 Str

Mega hit: does 200% normal dmg takes 3 turns to cooldown.

Triple Strike: Strike thrice with -5 accuracy

 

Over super powerful i'd just like to see some honestly interesting talents.

 

Reply #3 Top

Well, Counterattack is only available if you have Path of the Defender.

I think Crushing Blow, Double Strike and Stun are on the Path of the Warrior line.

Path of the Assassin has Gamble Strike which is kinda weak.

I think the Acrobat trait should be only available if you have Path of the Assassin.

Path of the Assassin also needs more Crit chance, Crit mod and initiative boosting abilities.

Reply #4 Top

Assasins barely exist, the only mechanic they specialize in is criticle strike. They need to be as flushed out as much as the current overly simplistic system will allow.

Path of the assasin should be the only class to get fast and impulsive. Also assasins need more Str because thats where dmg comes from, they seem to be trying to build assasins without any base Dmg/Hp which is just silly. They even gave the defender more dodge and they get armor bonuses.

Reply #5 Top

There is some tree to paths, but not enough right now. I think we are simply waiting on content. Remember, each trait has to be balanced by Derek, so that probably means a few candlelit dinners and some movies before it goes in the game.  

 

The key is striking a balance between paths and randomness. I would guess that ultra rares are going to be pretty powerful, but only unlocked by spell level 5 or unit level 15. I am already designing my own paths. Heavenfall in fact showed me a couple of his and they were, as always, brilliant. 

 

@Stupidity10, I like your new avatar. Very smart.  :ninja:

Reply #6 Top

I disagree with Path of the Assassin's getting more strength. They should get their damage from criticals and multiple strikes instead of raw damage. Maybe they should get some ability to bypass armor just like spears if criticals do not do so already.

Reply #7 Top

Assassin should get it from multiple strikes, poison, crits, initiative, and ignoring armor. So many interesting options. 

Reply #8 Top

Quoting seanw3, reply 5
I disagree with Path of the Assassin's getting more strength. They should get their damage from criticals and multiple strikes instead of raw damage. Maybe they should get some ability to bypass armor just like spears if criticals do not do so already.
End of seanw3's quote

Quoting seanw3, reply 7
Assassin should get it from multiple strikes, poison, crits, initiative, and ignoring armor. So many interesting options.
End of seanw3's quote

Yes I agree, i just mean that assasins need some strength and that they were trying to make assasins different from warriors by giving them none. Also their weapons suck, daggers are horrible. When I played even mid lv assasins CTR strike only doubled the like two damage they did normally.

There Needs to be weapon specific talents if only to make daggers usable.

Reply #9 Top

I'd like to see abilities that create synergy.  For example:  Assassins could Feint opening up the target to increased damage.  Defenders could intercept and take damage on behalf nearby friendly enemies.

I agree rare traits should be rare.  Mainly I just want interesting options in combat.

Reply #10 Top

The other thing that would be nice for an assassin is special ranged traits. Think about how many arrows the Green Arrow had. I would like to see Rangers and such that can stun an enemy with a special arrow ability. Synergy between abilities like this and regular units would add alot to strategy. We just need to make sure that a ranger does not copy the abilities of a Mage.

Stun, shatter armor, poison, drug, smoke, trip, knock out, and explode would be great special abilities for an Assassin or Ranger path. 

Reply #11 Top

Quoting seanw3, reply 7
Assassin should get it from multiple strikes, poison, crits, initiative, and ignoring armor. So many interesting options. 
End of seanw3's quote

Backstab, flanking, sneaking...

Reply #12 Top

Rare would be great. I'd also like to see more interesting and colorful traits with less of a spreadsheet feel to them.

Fewer traits that are %bonus to this and +1 to that.

Ultrarare traits like:

  • Immune to magic of a certain school
  • Temporary invisibility
  • Paralyzing strike
  • Acquisition of super-rare spells
  • Forcing a unit to be attacked as first or last priority of the enemy
  • Ability to charm certain monster types
  • Very powerful traits with down sides (for example, activate shield wall increases defense for all units in the army by 15%, but unit cannot move for the rest of battle.
  • Flying

I think that further development of intricacies for the tactical system will allow for the development of more interesting traits that make use of or create exceptions to those rules.

Reply #13 Top

Quoting mqpiffle, reply 11

Quoting seanw3, reply 7Assassin should get it from multiple strikes, poison, crits, initiative, and ignoring armor. So many interesting options. 

Backstab, flanking, sneaking...
End of mqpiffle's quote

I think that if you choose path of the assassin then daggers, throwing knives and bows should get their damage from dex instead of str. this way you can pick path of the assassin and make him into a viable mele or ranged attacker.

I would also like to see Path of the Hunter and Path of the Bard added to the game.

 

 

Reply #14 Top

I like the ideas there. I hope the devs add charm. There are so many uses for such an ability. 

We have to keep in mind that the only traits and abilities we can add are ones that use functions already in the game. But there is always a chance that new ones will come in. 

Reply #15 Top

yeah there is some good idea here but dont push too far, even if rare they shouldnt be too strong, otherwise would be too much rng again into champs development and also frustrating if you never get the best traits on your beloved ones :)

Reply #16 Top

Discipline (+1 str / level) should be an ultrarare trait.  It's gamebreaking.

Reply #17 Top

Quoting Urrumi, reply 16
Discipline (+1 str / level) should be an ultrarare trait.  It's gamebreaking.
End of Urrumi's quote

agreed especially when you get your character upto level 20+

Reply #18 Top

-Ultrarare- should not exist. Ultrapowerful? Sure. Ultra-interesting? Yes please!

The game is already based way too much on random factors. The champion system is something I would really like to change, and encouraging them to use a terrible level mechanic by creating a greater disparity of 'good' 'bad' and 'awesome' level choices is not a good idea.


 

Reply #19 Top

That has a certain logic to it. 

Rare right now is set up so that each item rolls between 1 and 100 basically. So 1 is the rarest option and 100 is quite common. Rare can roll 0-1 and common can roll 0-100. Not my favorite way to do it, but it works for this game. 

If a rarity = 1 item was only 25% better than a rarity = 50 item, which is only 25% better than a rarity = 100 item, we would have a pretty good balance. Randomness would give you a margin of 25% quality. Not going to break the game, but still making loot exciting. Endgame items that are 100% to 200% better, the ultra rares, should not be in the random pool. They should be unlocked from quests. Hopefully quests will get expounded upon so that this will blend into a player's specialization in the game, but we will just have to see. 

I have already posted at length on traits and randomness, but suffice to say, I think there should be a balance between randomness and class specialization. 

Reply #20 Top

I think the problem is how many NON Path-of-the-* traits are there?  Not enough to make the Rares actually rare.

A simple change woulb be to make the stuff like Strength into tiered, so Strength 1 gives +2, 2 +1, 3+1.  That would almost double the number of uncommon traits.

 

 

Reply #21 Top

Let's hope that the paths we have now are merely a demo of the feature. It is not nearly enough. More content will come.