Tonquin
of Lightning Hammer fame!
Howdy all! With Update 66 we're going to be adjusting the gameplay flow and mechanical benefits of Tumbling.
Our first attempt at fixing this problem was to simply remove the experimental controls, locking players to the old Tumble flow. That being said, after noodling on it as a team, we realized that while this might solve the locomotion problem, it made tumbling less reactive AND didn't do anything to actually help Tumble be relevant in combat. To that end, we think we've come up with a solution that preserves the active nature of Tumble, prevents players from using it to generate too much speed, AND lets them use it to prevent damage on their own terms.
Tumbling is now limited by charges. If you don't have at least one Tumble charge, you cannot tumble. By default, you have 2 maximum Tumble charges, and one Tumble charge returns every 8 seconds.
Certain feats and abilities can boost your maximum Tumble charges and quicken their rate of return. For this preview, the following abilities have been adjusted:
For this preview, Tumbling now grants the following:
We hope very much that these changes further encourage players to actively tumble to dodge large attacks or dangerous traps, and look forward to your passionate feedback!
Design Philosophy
So, to begin - Tumble was never meant to replace your standard methods of locomotion. Tumble is instead meant to allow characters to react to telegraphed damage or traps to escape from certain doom. However, thanks to our efforts to making tumbling more reactive and more fun, we inadvertently introduced specific scenarios in which a character tumbling can generate a pretty impressive (if unintended) amount of land speed.Our first attempt at fixing this problem was to simply remove the experimental controls, locking players to the old Tumble flow. That being said, after noodling on it as a team, we realized that while this might solve the locomotion problem, it made tumbling less reactive AND didn't do anything to actually help Tumble be relevant in combat. To that end, we think we've come up with a solution that preserves the active nature of Tumble, prevents players from using it to generate too much speed, AND lets them use it to prevent damage on their own terms.
Tumble Charges
First thing's first - Experimental Tumble Controls has been re-enabled for this preview. Assuming nothing seriously explodes, we expect it to stay enabled going forward.Tumbling is now limited by charges. If you don't have at least one Tumble charge, you cannot tumble. By default, you have 2 maximum Tumble charges, and one Tumble charge returns every 8 seconds.
Certain feats and abilities can boost your maximum Tumble charges and quicken their rate of return. For this preview, the following abilities have been adjusted:
- Thief-Acrobat's 3rd core, Tumbler, now grants +1 maximum Tumble charge.
- The Mobility feat now grants +1 maximum Tumble charge.
Tumble Benefits
Tumble now grants you defensive benefits during part of the tumble animation. These bonuses only apply if you are actually tumbling - the shuffle half-step won't trigger these bonuses.For this preview, Tumbling now grants the following:
- 95% uncapped dodge for 1 second.
- A bonus to Reflex saving throws equal to your Tumble skill for 1 second.
We hope very much that these changes further encourage players to actively tumble to dodge large attacks or dangerous traps, and look forward to your passionate feedback!