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yayswords
It's a good candidate yes.
jack1974
You mean replacing IP because is too powerful ?
yayswords
I don't think IP fits the hunter at all. I don't play with it anymore though, because I need all 4 skill points to have a fun hunter (Double Attack, HiS, Bandage, Perfect Balance), but I could take it with a fifth. Even so I don't think I will take it. I think it's too powerful yes, but after all this is a single player game and it's up to each of us what pains we wanna go through to win, and I don't exactly have fun delaying victories by 10 turns just so I can take down maybe a total of 5 extra spawns in the first season. It's probably become stronger now too because damage has gone down but healing hasn't, so it's easier to turtle very early game.



There's a lot of advantages you can get by just reloading though so it's not like only hunter parties can suffer their way to advantages.



But still, I don't think it fits the hunter class.
jack1974
OK makes sense. Could probably use it to replace another skill of other characters (like the bard maybe). Poison attack is good. Actually I had poison attack for Hunter in an early prototype already so I can replace it easily :)
fabulaparva
I'm all for a poison attack for the hunter. Not sure if I would exchange the IP for it, maybe rather one of those elemental-type attacks one can do against staggered enemies instead. However, I'm inclined to agree that IP doesn't neccesarily fit the hunter.



On a vaguely related note, after a few battles with the Giant Spider where 2/3 of my team spent their time paralyzed until they were poisoned and bitten to death, I think I'll listen to Alice Cooper's Poison during the next attempt. :lol:



You're poisooooon, I don't wanna break these chains...
Troyen
Those warlock spells look way more interesting than the druid's (maybe it's because they're all new). Looking forward to trying out Life Channel.
yayswords
The IP change... does solve the longevity issue, so in that regard it's good. I still don't think it fits the class.



Also, hunters have two mana tools (even if this one is of limited value now) when druids and rangers have zero. I still think they need a pretty straightforward shot. No need to get so caught up on the poison attack. It could be like Head Shot or so.



Why do you want hunters to have IP so badly? :(



Oh... you made it hunter only too :P
jack1974
Well before they had none, and the IP was on the Ranger, and then you said that wasn't possible that he had both heal and SP regen! :mrgreen:

I thought about re-adding the IP to the ranger swapping with the hawk eye that could fit the hunter better, but I'm not sure. For Druid there's simply no space left to fit another skill :lol:

The idea behind it was that the Hunter is a damage dealer so needed SP to do his special attacks (critical hit and double attack).
Jaeger
Here are some, I think the 6 most interesting ones from the Warlock class:

http://i.imgur.com/SfTLm54.jpg" style="max-width:100%">


Since the damage/healing effect seems fixed, I'm afraid that its usefulness will diminish at higher levels.
jack1974
Yes ignore the fixed values, I'll need to tweak all those warlock skills (and probably others) to use % instead :)
yayswords
The idea behind it was that the Hunter is a damage dealer so needed SP to do his special attacks (critical hit and double attack).

I do not think... I do not think that the hunter is worse off without mana than the druid is. The hunter is tankier, it can be in both rows, and its attacks eventually hurt more than the magic bolt.



That being said, I do think you've found somewhat of a niche for IP. I wouldn't feel dirty about using it now. And even though it's pretty much the opposite of what I want - a straightforward ability to use from the back row - it does give a back row hunter something to do nonetheless. IP + Take Aim + the generally longer battles we have now so that it's actually worth doing lol. And I could see the third point going into a stagger exploiting attack, since Take Aim should boost those too right?



We'll see about battle duration being sufficient for this actually. 'cause let's compare doing an IP + Take Aim to simply doing normal shots. IP 10 delay, TA 12 delay, 5 normal shots 40 delay. If we assume a normal shot does 10 damage and that we get 5 off it's 62 delay and 5 SP to deal 100 damage. The closest multiple of 8 to 62 is 64, so 8 normal shots meaning 80 damage. It's not a huge difference so you pretty much need to get 5 shots in for it to pay off. I realize the calculation gets more complex with Barrage though. Something worth testing at least.



Originally I was going to make this post to rofl at you and ask why I'd want to spend 15 SP to make a 15 SP ability free, but I noticed you made it cheaper too :) it's definitely transformed into something now.



Now your next problem is that the whole sophisticated mana management toolbox of the hunter makes the ranger and druid class designs look even more primitive :P
jack1974

Now your next problem is that the whole sophisticated mana management toolbox of the hunter makes the ranger and druid class designs look even more primitive :P

I need to stop adding features! :lol:

They have less versatility but they fill their roles well I think!
yayswords
I don't think they lack versatility. Both of them can heal, one can nuke the other can hack'n'slash as well as tank. They lack depth terribly though, and they lack ways to control their blue numbers :P
yayswords
I don't really tend to get 5 shots out of a Take Aim :(
jack1974
You mean it doesn't last 5 turns? or something else?
yayswords
It lasts 5 turns, it's not bugged or anything. But it's 5 enemy turns. They already have a head start because Take Aim itself has a delay of 12. It feels like I usually get 3 shots out of it, sometimes 4. Not crying for a change yet though, just an observation.
renke_
I still think they need a pretty straightforward shot. No need to get so caught up on the poison attack. It could be like Head Shot or so.

As double strike and crtitical hit feel similar one could maybe switched? The bleeding strike of the Dingirran archers could be a fitting rangend attack.
jack1974
Chalassa has a bleeding strike :mrgreen: I think is better to wait until end of Act 2 when all chars will be available so you can see the skills of everyone :)
renke_
Some throw-away ideas, not necessarily useful and not necessarily for SOTW.



* The magic base attack could be work like ranged attacks with its two forms: The normal one (damage) and a second variant targeting the foe's SP

* "Great Equalizer", redistributes all remaining SP and HP in the party to the same level (kind of a group-wide one-shot Perfect Balance)

* A magical equivalent of mutually assured destruction: Take the sum of HP and SP of the caster, 200 % of it is dropped as damage to every enemy, 50 % as damage to the own team. And the caster drops dead (and it shouldn't be possible to resurrect him/her).
jack1974
Haha nice. The last spell looks like something Rowinda could cast :mrgreen: