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Ganrich

Talents what would be wanted, and what is needed.

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Shut Your Mouth (passive) - Melee critical hits inflict silence for a short duration.

 

Hunter (passive) - Gain +4 Attack and Damage vs animals and beasts.

 

Paranoid/Eyes in the Back of the Head (passive) - Can no longer be flanked.

 

With One Hand Behind My Back (passive) - Loses the ability to use offhand weapons, two-handed weapons, or shields. Gain +10 +1/lvl deflection and 10+1/lvl accuracy.

 

I Work Alone (passive) - Cannot recruit NPCs to your cause, save for plot escort missions (or even better, implement the extra dialogue and quest path for loners). Boost all offenses and defenses by 150%. 50% Acc -> 75% Accuracy, 30 Will -> 45 Will, 10-20 DMG --> 15-30 DMG etc...

 

Break a Leg! (passive) - Critical hits now cripple your enemy

 

Explorer (passive) - The first time you explore a map, gain +5 to perception

 

Found the Sweet Spot (passive) - 50% more crits.

 

Wrecker (passive) - 50% more crit damage.

 

I Got This One! (1/encounter) - If it hits, it crits

 

99 Ways to Die (1/encounter) - Each time you kill, the gruesomeness of your kills instills discomfort/fear/sickness in all nearby enemies. Lasts the fight.

 

Loremaster (passive) - You start with a codex listing the basic description of all generic creatures (but not NPCs or unique monsters). You also gain lore 50% more quickly.

Edited by Headbomb
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Boomstick Master (passive) - Guns deal carnage damage as barbarians do.

 

Pyrexomanic (passive) -- Reduce acid damage by 33%

 

Canadian (passive) -- Reduce cold damage by 33%

 

Baptized in Fire  (passive) -- Reduce fire damage by 33%

 

Iron Stomach (passive) -- Reduce poison damage by 33%

 

Lightning Rod (passive) -- Reduce shock damage by 33%

 

Captain Caustic (passive) -- Deal 33% more acid damage

 

Mr Freeze / Ice Queen (passive) -- Deal 33% more cold damage

 

Pyromaniac (passive) -- Deal 33% more fire damage

 

Adder-all (passive) -- Deal 33% more poison damage

 

Buzzkill (passive) -- Deal 33% more shock damage

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Pump, because IMO this is the most important suggestion thread in this whole sub-forum. It shows how much you can actually do with the classes and how much replayability and build diversity you could archive with tons of extra skills.

Edited by Mayama
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Though I enjoy how unique each class is, I think it might be an interesting idea to have some of the class-specific abilities (possibly nerfed versions of these abilities) be able to be picked by other classes as talents. For example, a shorter-duration or fewer-use version of the barbarian's speed ability (whatever it is called) could be an interesting choice for any melee class. Or a limited versions of the rogue's escape ability or the fighter's constant stamina recovery could also prove interesting for other classes. I actually think the hold the line talent and weapon focus talents that are already in the game are effectively this: versions of the fighter's defense and weapon specialization abilities nerfed for use by other classes and I think they are great.

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I really think that we need way more skills like one skill per level for every character so its possible to make more diverse builds. Its basicaly BG1 all over again where the character progression was really dull and I dont think that more diversity in later instalments in ther series is a good excuse for it.

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I would like to see the Monk get more use out of the wounds resource.

 

Painful Memories -- The Monk now gains wounds at a slightly slower rate.  However, a maximum of 2 wounds can persist at the end of combat.

 

Painful Memories 2 -- The  max number of kept wounds increases by 1.

 

For Casters...

 

Fair Warning --  Your Friendly AOE damage now does 40 percent less damage to allies.  

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I really think that we need way more skills like one skill per level for every character so its possible to make more diverse builds. Its basicaly BG1 all over again where the character progression was really dull and I dont think that more diversity in later instalments in ther series is a good excuse for it.

Yep. I think the sweet spot might be one talent every two levels.

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Pacifist - A champion who does not engage in combat during an encounter receives 10% of his health back after the encounter.

 

Leap Strike - Rogues, Fighters, Barbarians, Rangers, upon felling an enemy, can make an inspiring leap onto their next melee target, unable to be engaged upon until after the strike.

 

Trained Hands (Dexterity 20, Fighter, Paladin, Rogue, Ranger) - The archer may sometimes pull two arrows from his quiver, halving the time between his first shot and his second, but adding a small but significant accuracy penatly to the first shot.

 

Steely Resolve - (Resolve 20) - Acquire an ability that instantly removes any controlling effects - Once per rest day.

 

Walk it Off(Fighter, Paladin, Barbarian, 20 Constitution, 20 Resolve) - Slightly reduces the stamina to health damage ratio and increases fortitude.

 

Perceptive Strikes (25 Perception, 20 Intellect) - 20% of Perception + 10% intellect penetration is added.

Edited by Pray

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Was thinking of making my own talents thread, then I notice this one.

In any game, but in particular with lower level games like PO, you should be making character development decisions at every level.

You should be getting a talent or a new class ability at every level, but I would like to see mutually exclusive talents too. like in XCOM.

This would give players many options but also force you to pick and chose what your character is, and just as important what they are not.

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@Pray I really like Leap Strike and Trained Hands, though I don't believe they should be class-gated.

 

@Falendor I do agree that characters should be getting talents/abilities every level, even if they are minor bonuses. This helps character progression feel more granular.

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I will just link my thread on archetypes here and extract the actual talents I came up with. The thread is more detailed:

http://forums.obsidian.net/topic/68432-talents-needed-for-archetypes-part-1-nwn2/

 

It's organized by prestige classes from NWN2 and tries to extract the unique abilities these classes added to the base classes.

 

For Arcane Trickster, Available to: Rogue

 

Spellthief (Active, 1/Encounter)

Targets Will, on success steals an enemies buff and gives it to the user.

 

 

For Blackguard, Available to: Paladin

 

Nefarious X [Modal, Aura]

Prerequisite: Zealous X (any Aura already learned, where X denotes the aura)

Replaces Zealous X. Gives half the positive effect of Zealous X to the party and inverts the full positive effect of Zealous X on the enemies (on the opposing stat).
Examples:

Zealous Focus gives accuracy.

Nefarious Focus gives minor accuracy but reduces enemies deflection.

 

Zealous March gives +2 Movement Speed to the party.

Nefarious March gives +1 Movement Speed to the party and -2 Movement Speed to the enemies.

 

Motivation: Turns buffs into debuffs (on the same action) , inverting the role, so there is a parallel. Note that there is a subtle difference between „0.5 buff on the party, 1 debuff on enemy“ and „1.5 buff to the party“ as the effect is based on proximity to the paladin.

 

 

For Gish / Eldritch Knight / Warpriest, Available to: Cipher, Druid, Priest, Wizard

 

i) Battlemage [Modal]

Get a minor penalty to accuracy.

When using a spell, get a medium bonus to accuracy for the next melee attack.

When using a melee attack, get a medium bonus to accuracy for the next spell.

 

ii) Defensive Casting

Prerequisite: Battlemage

When Battlemage is active, get a minor penalty to deflection.

While one of the bonues of Battlemage is active, get additional a medium bonus to deflection.

 

iii) Concentrated Casting

Prerequisite: Battlemage

While one of the bonues of Battlemage is active, get a medium bonus to concentration during spellcasting.

 

iv) Extended Arcane Veil

Prerequiste: Arcane Veil

Changes Arcane Veil from 1 Use/Day, 25 Deflection to 1 Use/Encounter, 15 Deflection.

 

Motivation:

There is a clear incentive to switch between casting and attacking, which IMO is the main principle of a gish and it boosts the stats neccessary. I feel that it's neccessary to tie the bonus to melee only, as it is pretty much a no-brainer if it's working with ranged weapons. What kind of gish you play depends on the base class you are picking. It's modal instead of passive so that you can play defensively with ranged weapons if an encounter demands that.

Note that the boni don't stack, so after making 10 melee attacks, it's neither a 10 times accuracy boost on the next spell nor an accuracy bonus for the next 10 spells, the same for the melee bonus.

Edited by Doppelschwert

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Toughness (passive): Increase hit dice by 1.

 

Improved Toughness (passive): Increases the stamina to health ratio by 1 (i.e. 4:1 --> 5:1).

 

Stalker (1/rest, out of combat only): Stalking the enemy reveals all information about the enemy.

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Dodge: Can use reflex in place of deflection for ranged attacks

 

Mobility: Gains +X deflection against disengagement attacks

 

Gang-Up: Target is considered flanked when you and a party member are both engaged, regardless of positioning

 

Attunement: Beneficial effects increase in magnitude and duration.

 

Focused Assault (X/per rest): For a short time, accuracy is given a large boost and X DT is penetrated.


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Some debuff strategy abilities:

 

Interference: passive, attacks and abilities used against you have their recovery time increased each consecutive time up to a maximum.

 

Shocking Criticals: passive, critical hits deal shock damage and have a chance to stun the target for x...y time.

 

Disabling Parry: The next ability used on you has a +x% chance to miss, and if it misses is disabled for the rest of combat

2/rest

 

Group Fighter: gain +x evasion for each enemy attacking you over your engagement limit.

 

Combat Prancer: Modal, gain +x evasion for each enemy attacking you, but take 25% more damage, and have the critical threat range against you increased.

 

Delayed Gratification: 1/encounter, the next ability used against you takes x...y seconds longer to take effect

 

Healthful Recovery: modal, whenever you suffer a condition there is a x...y% chance that you lose a condition. only works when you are afflicted by more than one condition.

 

Ailing End: modal, for each condition your target is suffering, their recovery time is increased and their to hit chance is decreased.

 

Festering Wounds, whenever you cause a condition there is a small chance that you cause another condition (rogue/ranger only) (limited list of secondary conditions)

 

Rushed Execution: for the next x...y seconds your attack speed is significantly increased and damage output is somewhat increased, at the cost of significant accuracy. 1/rest

 

Empathic Ailment: 2/encounter. Target ally loses a condition, you gain a wound

 

Fiery Defence: modal: small boost to evasion, for each miss against you, nearby enemies suffer fire damage over time. small decrease in attack speed and damage.

 

Heroic Last stand. If you're the last party member standing, you can use your health pool as your stamina pool. 1/rest

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I really think that we need way more skills like one skill per level for every character so its possible to make more diverse builds. Its basicaly BG1 all over again where the character progression was really dull and I dont think that more diversity in later instalments in ther series is a good excuse for it.

so absolutely true!

the more customization the better, a talent every 3 levels is simply insanely low

i'd much rather have more talents that are slightly weaker, or have some drawbacks with their boni, than a few very strong ones without drawbacks

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Was thinking of making my own talents thread, then I notice this one.

In any game, but in particular with lower level games like PO, you should be making character development decisions at every level.

You should be getting a talent or a new class ability at every level, but I would like to see mutually exclusive talents too. like in XCOM.

This would give players many options but also force you to pick and chose what your character is, and just as important what they are not.

I would rather have feats less often like in Fallout 1 and 2 but being more meaningful like higher level Fallout perks. 

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This is a great thread.

 

I also think that we should get more talents, even if they are a little weaker as a result. One every two levels or even one every level would make it feel much more like there is real customizability to the classes even if the bonuses are more minor.

 

Alternately leave it as one every 3 levels but make them a lot more powerful and interesting because I think that, with a few exceptions, most of the current in-game talents are not interesting/powerful enough to warrant taking. I mean would anyone spend one of their 3-4 total talents to raise one of their defenses slightly? Personally I find that extremely boring and unlikely.

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