Aller au contenu

Photo

New Talents - Suggestions on how NOT to make them overpowered


  • Veuillez vous connecter pour répondre
5 réponses à ce sujet

#1
MerAnne

MerAnne
  • Members
  • 1 157 messages
I'm working on a mod (to be released to the public someday) that will provide additional talents, specifically to the specialization classes.  I've always found the Bard specialization to be particularly useless (especially at the higher levels) so it is the one that I'm starting with.

Does anyone have an suggestions on how to add talents (or make enhancements to the existing ones) that do not cause them to be overpowered? I plan to add more talents to the following specializations:
  • Bard
  • Assassin
  • Champion
  • Berserker
so comments/discussion on adding (4) not overpowered talents to each would be appreciated

#2
MerAnne

MerAnne
  • Members
  • 1 157 messages
Here is what I did - for the Bard specialization. I've got it working so that the new talents show up only for a Bard so not everyone will be able to use the skills/specialization (mental note, don't test and write posts at the same time)

I added new talents that were enhancements of Song of Valor and Song of Courage.  For the other two talents, I looked at the 'heroic' buffs from the mage spells.  I created two new talents based on Heroic Defense and Haste.  Does this all work?  Well, for that I'll need to do more testing, but that was my logic and I got the new talents to show up....  It's a start.

The resources - for those who are curious - were http://social.biowar...spell_tutorial  and http://social.biowar...x.php/ABI_2da   along with the original excel spreadsheets, scripts in the toolset, and some example GDAs that I looked at that add talents.

Modifié par MerAnne, 09 juin 2013 - 11:28 .


#3
ladyofpayne

ladyofpayne
  • Members
  • 3 103 messages
http://social.biowar...Specializations
I don't know but may be this helps you.

#4
MerAnne

MerAnne
  • Members
  • 1 157 messages
Thank you for responding - but the link doesn't answer the question that I originally asked. I already had it bookmarked and may be using some of the concepts later. I want to remove healing talents from a bloodmage. There doesn't seem to be a way to remove the talents, but since the bloodmage is a NPC.... I'm hoping to create the character without them. :)

My solution to the original question was to add new talents, test the talents (or get feedback from testing), and then adjust so that the talent isn't overpowered.

#5
ladyofpayne

ladyofpayne
  • Members
  • 3 103 messages
If you ask me mage class is more powerful than the others you shouldn't change it. Blood mage spec is the most useless one for this class.

#6
MerAnne

MerAnne
  • Members
  • 1 157 messages
The mod that I originally posted the question about is:
http://www.nexusmods...age/mods/3910/?
I have modified some of the talents since that upload, but haven't decided when the next release will be. Fortunately I have some testers who tell me when something is overpowered, needs cooldown or just isn't working right (thank you testers!)

For future projects, I am trying to figure out how to remove existing spells. For the story line, I don't want a new Bloodmage Companion to have healing spells. It just seems wrong! I had already read the 'creating a new class' information, not to create a new class, but to figure out exactly where the initial spells are loaded. I want my bloodmage to be initialized only with those spells that I want her to have! I can use 'RemoveAbility', but that only removes the ability if the player has used a spell point to select it. I'm not entirely opposed to that, but would prefer not to - if only because players who decided that the bloodmage should also be a healer would be after MY blood!

I'm not (at this time) adding new spells, I'm removing them.