Kyrr
Well-known member
Yeah, this is possibly a bit overkill and would adjust the meta.So if you have 95 dex you can perma-meld?
Yeah, this is possibly a bit overkill and would adjust the meta.So if you have 95 dex you can perma-meld?
There is no preview 3.Any word on Preview 3
But hotfixesThere is no preview 3.
There is no preview 3.
Gawd No. There will be some extraWait... so this is basically the finished product?
Gawd No. There will be some extranerfsadjustments thrown in without feedback. At least one of those last minute changes will require a hot fix if this holds to tradition.
For the most part, YES, this update is finished. No more Lamannias. Please see Ahpuch's quote. Possibly some stealth nerfs will be added.Wait... so this is basically the finished product?
LOL cheers, bud. I'm getting there but, OMG this is a big change. You DID change a method of [secondary] locomotion.. for me, anyway.Howdy all! With Update 66 we're going to be adjusting the gameplay flow and mechanical benefits of Tumbling.
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:
You may view your Tumble charges by holding your Block key, default left shift. Each green pip displayed represents one Tumble charge.
- 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:
Note that these bonuses apply to you from the moment you begin your Tumble, regardless of how long the animation takes to complete.
- 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!
Did they, though?I'm glad you found a middle ground, though I still think the "land speed" it could achieve, if unintended, was actually positive
I hope, once you establish Tumble back to what you think it should be as a mechanic, that you'll reconsider adding in some other "turbo button" mechanic to allow you to achieve out-of-combat move speeds equivalent to what Tumble provided, as a QOL mechanic available to every player
I think 2 charges @ 8 secs might be a bit restrictive, at first. Dont see why you couldnt be a bit more liberal with them, like 4 @ 6 secs or something
That's all you care about are the pips?The Tumble changes are reasonable. Good job finding a common ground.
I hope the pips are a placeholder. Those are annoying to look at.
is that sarcasm?Moar Skill = More Fun;
AWESOME CHANGES!
no but in practice it needs to be upped to 2 secsis that sarcasm?
Really? Tumble was a form of locomotion though.. on/from DAY ONE, Uninterrupted. Mmm.. I still remember that GRRL tumbling around me.Howdy all! With Update 66 we're going to be adjusting the gameplay flow and mechanical benefits of Tumbling.
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.
The current sys should not allow for more than1 charge unless yer tumble skill is high enough. No tumble for you.Raise Tumble to three charges, Thief Acrobats have an easier go as is, with DEX base as a skill. That way everyone could at least have three tries at it. Sometimes one Tumble goes off inadvertantly in pre combat and only leaves you with one left, when you could of used one more to stay relevant in group and not be backpack fodder.
I'm sure even more so in Heroics.