Mindrafter Resistance

Ideas for cool stuff in the future.
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Unmouseable
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Mindrafter Resistance

Post by Unmouseable »

I love that most of the casters now have access to resist spells now. Thanks for that change :)

Now i was wondering if it would be possible to give Mindcrafters a resist spell. Its a great class and tons of fun, but i find the lack of a resist spell a little odd.

They have no glyph spells so i don't think it would be overpowered, really anyone can carry around resist potions. I just like playing with the spell options, makes more sense as casters, and is less cumbersome. This would also make them a great IDDC class.

I kind of think of them as psionic monks, and being able to ignore temperatures and control your bodies reaction to poison and disease seems pretty solid lorewise. Mind over matter and all that.

Something like

Zangband

--- Character Armor ---

This gives stone skin (+50 AC), and temporary resistances at higher
levels as follows: At level 15 - acid, at level 20 - fire, at level
25 - cold, at level 30 - elec and at level 35 - poison. All of
these effects last (level) turns.

Or just basic 4 resists. Although i think poison would be pretty cool as well.

Just an idea.

Thanks.
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tangar
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Re: Mindrafter Resistance

Post by tangar »

Kinetic Shield already quite good option compared to other magic melee classes. Mindcrafters would be too imba with all-res, nope? Then we could give all-ress spell to all classes - druid, rogue (shadow school) & etc.. but it wouldn't make sense really :) classes has to be different from each other, some got resists, some not.
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Unmouseable
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Re: Mindrafter Resistance

Post by Unmouseable »

I have to disagree with kinetic shield being good on Mindrafters, as a hybrid fighting and casting class you have pretty low mana so the shield is not very useful at all, especially at high levels.

The only way i can see it being semi useful would be as a pure caster and unfortunately with mind, fire and cold as your damage sources this would be a painfully weak character against a huge amount of monsters in the game. Sure you could play Maiar and use the spells they have but the damage tops out pretty low even then.
Unmouseable
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Re: Mindrafter Resistance

Post by Unmouseable »

I am not suggesting giving all resist to all classes either.
Only to ones that it would make sense to have them.

Istar- pure caster, dedicated magic users. Elements are second nature to them.

Priest-. Buffs, healing, preventing damage. Their whole class is based on preventing or healing damage.

Druids- protectors of nature, specialise in nature and the elements. Out of all the classes an elemental shield makes the most sense on them.

Mindcrafter- train their bodies and minds to superhuman condition (should be more effective than a potion)

Ranger- live outdoors, train elemental magic same as druids. Have to build a magic hybrid to get resists, thus training heavily in the elements.

Runecrafter- have to build for resists and lose out on other spells.

As far as other classes I don't see why anyone else should get the spell. However they could have other ones.


Rogue- resist poison, seems right.

Shadow magic and or the auras giving resist cold, poison or nether.

Vampires- being healed or getting mana back from nether spells.
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tangar
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Re: Mindrafter Resistance

Post by tangar »

1) some races already gave certain resistances (speaking of rogues - kobolds and vamps both very popular for rogue class - got it) so it doesn't make much sense sometimes
2) vamps already quite powerful.. buff them with nether spells is too much
3) and finally - TomeNET has to be hard game. Its goal of this game - to kill your character, to make you struggle. Its not WoW with pinky panties at nice ponies dancing around :) So making some classes/races only easier to play isn't right approach - there has bo be debuffs also. Devs can't only buff everything all the time, there has to be kickback... so if we give mindcrafters all resists - maybe to think about taking something from them? Do you have suggestons in this key?

I don't critisize your idea cause I didn't play much with mindcrafter and can't tell about this class much.. just wanna support a discussion :)
Tangar's tileset, addon, guides & maps: English TomeNET page ||||||| Russian TomeNet page
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Unmouseable
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Re: Mindrafter Resistance

Post by Unmouseable »

I'm not asking to make the game easier, carrying around 99 resistance potions at level 80+ in angband is easy. It's more about I don't believe casters should have too.

The Vampire idea is just a fun one that hangband had, the amount of nether casting creatures is small and it was fun.
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tangar
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Re: Mindrafter Resistance

Post by tangar »

Unmouseable wrote:carrying around 99 resistance potions at level 80+ in angband is easy.
I disagree. A lot of potions/scrolls reduces your character speed dramatically. I felt it especially hard when played as AM warrior - I got something like -8 speed cause of heavy intentory. It influences gameplay _a lot_
Unmouseable wrote:the amount of nether casting creatures is small and it was fun.
Actually its huge amount of monsters, the most deadly ones. Nether bolts/ball/breaths & etc. All main bosses have it (weigh king, nazguls, p and P).
Tangar's tileset, addon, guides & maps: English TomeNET page ||||||| Russian TomeNet page
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Unmouseable
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Re: Mindrafter Resistance

Post by Unmouseable »

Thanks for the feedback.
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