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- This topic has 54 replies, 5 voices, and was last updated 12 years, 1 month ago by Anonymous.
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- March 13, 2014 at 4:17 pm #258838AnonymousInactive
I agree on the not enough divine talents
March 13, 2014 at 4:18 pm #258840AnonymousInactiveNow I could see a case for choosing EITHER Advanced Armor Training or Masterful Defense (Tier I).
John
What about light armored characters? Both those talents are useless to them.Okay so this may have been answered, but there are plenty of light armors with Bulk, so Advanced Armor Training is not useless *shrug*. It might not be *as* useful but it’s still useful.
John
March 13, 2014 at 4:19 pm #258841AnonymousInactiveAm I alone in thinking that a small bump to the talents for arcane and divine are in order also, to balance out the experts getting to break the rules?
I think Divine could use a “1 Weapon of starting nation” but no, no other talents are needed since you’re gaining 2 talents that give full casting.
March 13, 2014 at 4:20 pm #258845AnonymousInactiveExpert – No Change
Martial – Additional Skills: Choose any four Combat or Physical skills.
Arcane – ??
Divine – ??and yeah Devin , this thread is really for long term 1.x types of suggestions, I dont know if they ever can be implemented, without something
Sorry. Both the threads we have going on are similar and I’m tired.Why do you feel Martial, Divine and Arcane should get a sixth skill?
I just feel that all the Archetypes should get the same number of skills, it’s just their distribution that’s different. For me it’s a ‘balance’ thing.
Arcane: Lore
Divine: Social / Combat
Expert: Any but Arcanum/Combat
Martial: Combat / PhysicalJohn
March 13, 2014 at 4:23 pm #258847AnonymousInactiveContinue on then..
BTW, someone mentioned there were not enough Divine talents..
how do the rest of you feel about that?
There are 18 Arcane and 20 Devout Talents in the main book.
There are 16 Arcane and 14 Devout Talents in CoH.
I’m not seeing a ‘lack of options’ but the devout sometimes require a specific god so that eliminates some from selection.
John
March 13, 2014 at 4:27 pm #258850AnonymousInactiveI think talents for Arcane and Divine would put it more in line with Expert and Martial though.
How so?
Arcane and Divine get 2 Talents (Prestidigitation/Casting)
– Arcane get 2 weapons and 1 armor (Fitting their main purpose)
– Divine get 1 weapon and 1 armor (They need 1 more national weapon)
Experts get 2 Talents (Skill)
– Experts get 3 weapons and 1 armor (Fitting their roles)
Martial get 2 Talents (Advanced Armor Training, 1 of Three Choices)
– Martial get around 10-12 weapons/armor/shields (Fitting their main purpose)March 13, 2014 at 4:49 pm #258856AnonymousInactive34 Devout talents. How many are available to each god? How many are worth the talent?
Vaerdos found most lack luster that weren’t Adaptions talents.
March 13, 2014 at 4:59 pm #258862AnonymousInactive34 Devout talents. How many are available to each god? How many are worth the talent?
Vaerdos found most lack luster that weren’t Adaptions talents.
“Worth the talent” is something that applies across the board, not just Devout Talents. There are many arguably useless talents. And Devout Talents, by their nature, are going to be God Specific, everything else about Divine Worshipper’s is. Adaptations generally aren’t and it’s one of the few ways Divine Casters get to adapt their spells.
John
March 13, 2014 at 5:10 pm #258869AnonymousInactiveThat’s my point. After you separate the talents from gods that I can’t take, and the fact that most Devout talents are lack luster, you aren’t left with much in the way of options. Like I said, when I built Vaerdos, I couldn’t find 5 devout talents that I wanted and with superior skill selection I went expert.
March 13, 2014 at 5:18 pm #258875AnonymousInactiveDevout Talents I don’t find worthless:
1) Adaptation: Delay Strain
2) Adaptation: Extended Range
3) Blessed Vitality
4) Counter Spell
5) Exotic Spell (Situational if they ever exist)
6) Learn Spell (Who doesn’t want more?)
7) Sanctified Body
8) Smite Infidel
9) Unshakeable Dogma (Good against Enemy of my Enemy, etc.)
10) Fortify Ward
11) Adaptation: Transferrable Binding
12) Arcane Recovery
13) Blessed Devotions
14) Personal Remnant (OMG!!)So you’re telling me you couldn’t find 5 you like from that list?
John
March 13, 2014 at 7:06 pm #258896AnonymousInactivehe probably doesnt qualify for a good portion of those talents
March 13, 2014 at 7:10 pm #258898AnonymousInactiveI think talents for Arcane and Divine would put it more in line with Expert and Martial though.
How so?
Arcane and Divine get 2 Talents (Prestidigitation/Casting)
– Arcane get 2 weapons and 1 armor (Fitting their main purpose)
– Divine get 1 weapon and 1 armor (They need 1 more national weapon)
Experts get 2 Talents (Skill)
– Experts get 3 weapons and 1 armor (Fitting their roles)
Martial get 2 Talents (Advanced Armor Training, 1 of Three Choices)
– Martial get around 10-12 weapons/armor/shields (Fitting their main purpose)the ability for Experts to break the rules is RIDICULOUSLY good comparatively
adding learn spell divine to divne archtype and spell affinity to arcane, makes a good recompense to fix that gulf of disparity
March 13, 2014 at 7:44 pm #258910AnonymousInactiveWhat rules are experts breaking that’s so ridiculous?
March 13, 2014 at 7:45 pm #258911AnonymousInactivehe probably doesnt qualify for a good portion of those talents
Sounds like a character problem not a rules problem to me. There’s plenty of talents if like that I don’t qualify for.
John
March 13, 2014 at 8:07 pm #258914AnonymousInactiveWhat rules are experts breaking that’s so ridiculous?
the ability to select 2 skill talents before selecting anything else AND ignoring all requirements
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