Unimplemented NOTD 2: The Trickster

Discussion in 'Class Discussion' started by Kith, Feb 5, 2015.

  1. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton


    I continue to be bored and uninspired by the Commando. Have another secret class.

    Class Name: Trickster
    Class Biography: A man of extraordinary charm and luck, John Doe has managed to swindle his way into the UGC Military and somehow land himself in Argus Company without going through the required combat training or serving the necessary deployment time.
    Class Stats:
    Hitpoints: 200
    Hitpoint regen: 0.45
    Shields: 50
    Shield regen: 1
    Energy: 100
    Energy regen: 0.75
    Armor: 2
    Shield Armor: 1
    Movespeed: 2.36
    Weight Class: Medium

    INNATES
    Ability Name:
    Lucky Shot
    Ability Button Description/Tooltip:
    The Trickster has a 10% Critical Strike chance.
    Effect:
    See tooltip.

    Ability Name: Improv
    Ability Button Description/Tooltip:
    The Trickster has a 10% chance to evade attacks.
    Effect:
    See tooltip. Does not work on abilities.

    - GAMBLER -
    I really hope you like random chances.

    TIER 1
    Ability Name:
    Poker Face
    Ability Description:
    John's extraordinary luck causes magazines to provide much more ammunition than normal, but he often fumbles reloads out of embarrassment when he runs out.

    Level 1: Up to 20% chance to not use ammo, automatic reloads are 2 seconds longer
    Level 2: Up to 40% chance to not use ammo, automatic reloads are 3 seconds longer
    Level 3: Up to 60% chance to not use ammo, automatic reloads are 4 seconds longer

    “Shooting forever is great, but it sucks a lot when you get caught with your pants down.”
    Effect:
    Based on how much of the current loaded magazine is missing, the Trickster has a % chance to not consume the required amount of charges needed to attack.
    • 30% of the magazine missing: 5%/10%/15% to not consume ammo
    • 60% of the magazine missing: 10%/20%/30% to not consume ammo
    • 90% of the magazine missing: 20%/40%/60% to not consume ammo
    Additionally, automatic reloads increase in duration by 2/3/4 seconds.


    Ability Name: Dealer’s Due
    Ability Description:
    John injects himself with a syringe of unlabeled "combat stimulants", causing a random effect.

    Level 1: Applies a random effect.
    Level 2: Positive effects have increased duration.
    Level 3: Negative effects have decreased duration.

    “Please don’t be antifreeze.”
    Ability Button Description/Tooltip:
    Inject a syringe of "combat stimulants", causing a random effect.
    Ability Cost: 25 Energy
    Ability Cooldown: 5 seconds
    Ability Filters: Self
    Effect:
    Applies an effect randomly chosen from the following list. Results appear above the unit's head as text. If an effect that is already applied is chosen, re-roll.
    Show Spoiler

    NEGATIVE: Lasts 20/10 seconds
    • AUGH MY EYES Reduces sight and weapon range to 1.
    • My legs sting Jump charge maximum reduced to 1. Jump charges regenerate normally at the end of the duration.
    • I dropped my pocket Unequips all items. If there is no room in the inventory, items will be dumped on the ground. Is an instant effect and does not have a duration.
    • What's over there? Camera slowly drifts in a random direction.
    • Exhaustion Drain 1 energy per second.

    NEUTRAL: Lasts 20 seconds
    • High as a kite Unit floats above the ground.
    • Armor Polish Unit glows, similar to Repulse of NOTD.
    • This is Paint Team color changes to a random color. Reverts at the end of the duration.
    • Fuzzy Feelings Spawns a rabbit every second. Rabbits have no collision and cannot be targeted, but can be killed by ability splash damage.
    • Perspective Change Camera rotates 180 degrees.

    POSITIVE: Lasts 20/30 seconds
    • Jazz hands! Reload speed increased by 500%.
    • Double Tap Attack twice in a row when firing.
    • I CAN SEE FOREVER Global vision.
    • Pentazemin Increases weapon damage by 25%.
    • More Dakka Increases attack speed by 25%.
    • Boogeyman Become invisible.
    • Gun Food Drop a Magazine on the player’s location every 5 seconds.
    • High Impact Critical Hits knock enemies back a distance of 1.
    • Exploding Rounds Adds the High Explosive damage effect to attacks, but does not add the damage penalty. Stacks with the High Explosive item.
    • Invigorated Increase Energy Regeneration by 1 per second.

    Hotkey: F

    TIER 2
    Ability Name:
    Playing the Rush
    Ability Description:
    While active, provides a weapon damage bonus with each shot but has a 1% chance per attack to heal the target and force a reload. Reloading removes all stacks of Playing the Rush.

    Level 1: Increase damage by 1.5% per shot
    Level 2: Increase damage by 3% per shot

    “Winning streaks are fickle things.”
    Ability Button Description/Tooltip:
    Toggle ON:
    Increase damage by 1.5%/3% per attack, but has a 1% chance to heal the target and force a reload. Playing the Rush stacks are removed upon reloading.

    Toggle OFF:
    Attack normally, not generating stacks but also not having a chance to heal enemies.
    Ability Cost: 0.35 Energy per second
    Ability Cooldown: 0
    Ability Filters: Self
    Effect:
    While active, each attack generates a stack of Rush. Rush increases Weapon Damage by 1.5%/3% per attack. Rush stacks are permanent until the character reloads, at which time they are removed.
    Generating a stack of Rush also has a 1% chance to do the following:
    • Non-Heroic: Heal the target for 100% of its total hitpoints and force an Automatic Reload.
    • Heroic: Heal the target for 10% of its total hitpoints and force an Automatic Reload.
    Hotkey: V


    Ability Name: Pull Tab
    Ability Description:
    Throw a quantum grenade, causing a random effect to each enemy hit in a 3 radius.

    Level 1: Inflicts a random effect on every enemy hit.
    Level 2: Increased strength of random effects.

    “Weapons lab? No, I found these on the side of the road.”
    Ability Button Description/Tooltip:
    Throw a quantum grenade, causing a random effect to each enemy hit in a 3 radius.
    Ability Cost: 20 Energy
    Ability Cooldown: 10 seconds
    Ability Filters: Ground, Air
    Ability Range: 10
    Effect:
    Each enemy in the explosion radius has one of the following effects randomly applied to them:
    Show Spoiler
    LEVEL 1:
    • Enemy mutates (if the target cannot mutate, it is healed for 200 hitpoints).
    • Enemy is set to 75% of total health (non-heroic only, heroic units goto damage).
    • Enemy loses 15% movement speed for 10 seconds.
    • Enemy takes 20 damage per second for 25 seconds.
    • Enemy dies instantly (non-heroic only, heroic units goto damage).
    • Enemy takes 400 damage.
    • Enemy is stunned for 2.5 seconds.
    • Enemy attacks closest unit.
    • Enemy increases in size 50%, gaining 50% bonus damage but losing 10% movement speed for 10 seconds.
    • Enemy phases out of existence for 5 seconds.

    LEVEL 2:
    • Enemy mutates (if the target cannot mutate, it is healed for 200 hitpoints) and gains 5 armor for 10 seconds.
    • Enemy is set to 50% of total health (non-heroic only, heroic units goto damage).
    • Enemy takes 40 damage per second for 25 seconds.
    • Enemy loses 30% movement speed for 10 seconds.
    • Enemy explodes, dying instantly and dealing 500 damage to enemies in a radius of 2.5 (non-heroic only, heroic units goto damage).
    • Enemy takes 800 damage.
    • Enemy is stunned for 5 seconds.
    • Enemy attacks closest allied unit.
    • Enemy doubles in size, gaining 100% bonus damage but losing 20% movement speed for 10 seconds.
    • Enemy phases out of existence for 10 seconds.

    Hotkey: R or T, depends on what Reload ends up being

    TIER 3
    Ability Name:
    Double Down
    Ability Description:
    John makes a bet and flips a coin: if heads, only good things will happen for a while. If tails, only bad things will happen for a while.

    Level 1: Equal chance to force only positive or negative effects from abilities for 15 seconds.

    “When it all comes down to it, a coin flip is the best bet in the world.”
    Ability Button Description/Tooltip:
    50% chance to force only positive effects from previous abilities for 15 seconds.
    50% chance to force only negative effects from previous abilities for for 15 seconds.
    Ability Cost: 0 Energy
    Ability Cooldown: 80 seconds
    Ability Filters: Self
    Effect:
    A "heads" will disable Poker Face's reload duration increase, Dealer's Due's Negative and Neutral effects, Playing the Rush's heal/reload effect, and Pull Tab's Mutation and Size Change effects.
    A "tails" will disable Poker Face's chance to not consume ammo, Dealer's Due's Positive effects, remove all Rush stacks and cause them to be unable to be generated, and all of Pull Tab's effects except for the Mutation and Size Change effects.
    Hotkey: G


    Ability Name: Charon's Obol
    Ability Description:
    John makes a bet with Death itself, wagering his life and the life of an enemy on the outcome of a coin flip.

    Level 1: Equal chance to instantly kill the target unit and instantly kill self.

    “I have no idea how this is going to turn out.”
    Ability Button Description/Tooltip:
    Make a bet with Death and flip a coin. If heads, the target unit dies instantly. If tails, you die instantly.
    Ability Cost: 0 Energy
    Ability Cooldown: 30 seconds
    Ability Filters: Enemy
    Ability Range: Global
    Effect:
    Solid 50/50 chance for things to go amazingly and for things to go poorly. Works on bosses! Dying to Charon's Obol doesn't reduce rating as a normal death would.
    Hotkey: G


    - CON ARTIST -
    Also random, but in a completely different way.

    TIER 1
    Ability Name:
    Killer 7
    Ability Description:
    John can play one of seven distinct roles, his acting being so convincing to himself and others that he gains abilities based on the persona he's using.

    Level 1: Personas last for 2 minutes.
    Level 2: Personas last for 4 minutes.
    Level 3: Personas last for 6 minutes.

    "What can you do when the whole world has its eyes on you?"
    Effect:
    Every 2/4/6 minutes, randomly apply one of the following Personas. Personas alter the character's soundset to the listed value. A button on the Command Card should show the currently active Persona with its effects listed in the tooltip.
    Show Spoiler

    Brawler
    Soundset: Rory Swann
    Tooltip:
    Increases damage dealt to targets within 5 range by 60%.

    Sniper
    Soundset: Ghost
    Tooltip:
    Increases weapon damage by 40%.

    Gunner
    Soundset: Marine
    Tooltip:
    Increases attack speed by 40%.

    Slayer
    Soundset: Tychus Findlay
    Tooltip:
    Critical Hits instantly kill non-heroic units.

    Defender
    Soundset: Viking
    Tooltip:
    Increase Life Armor by 6 and gain immunity to Rating Loss.

    Runner
    Soundset: Jim Raynor
    Tooltip:
    Become passively cloaked. Attacking removes the cloak for 10 seconds.

    Healer
    Soundset: Egon Stettman
    Tooltip:
    Allied units within a 1.5 radius regain 2 hitpoints per second.



    Ability Name: Personality Shift
    Ability Description:
    Sometimes, John's choice of persona is not always appropriate, so he "re-casts" himself as another persona.

    Level 1: 60 energy cost, 45 second cooldown.
    Level 2: 50 energy cost, 30 second cooldown.
    Level 3: 40 energy cost, 15 second cooldown.

    "The world won't change. All it does is turn. We must turn with it."
    Ability Cost: 60/50/40 Energy
    Ability Cooldown: 45/30/15 seconds
    Effect:
    Applies a different Persona from Killer 7. Currently chosen Personas are exempt from being chosen. Does not have its own hotkey, instead upgrades the Killer 7 button with a hotkey that, when pressed, re-rolls that Persona.
    Hotkey: Q

    TIER 2
    Ability Name:
    Living the Part
    Ability Description:
    John falls deeper into his acting, improving the positive aspects of each persona but incurring unique penalties as well.

    Level 1: John puts on a more convincing performance.
    Level 2: John puts on an even more convincing performance.

    “Conning is about belief. If you believe yourself, they'll believe you too.”
    Effect:
    Upgrades each Persona with new effects. Killer 7 effects are listed as List Number 1 for clarity. The associated button is also updated with the new list of effects.
    Show Spoiler
    Brawler
    1. Increases damage dealt to targets within 5 range by 60%.
    2. Increases damage dealt to targets within 5 range by 80%. Critical Hits to enemies within 5 range stun them for 1 second. Enemies further than 5 range take 40% less damage from attacks.
    3. Increases damage dealt to targets within 5 range by 100%. Critical Hits to enemies within 5 range stun them for 1 second. Enemies further than 5 range take 80% less damage from attacks.
    Sniper
    1. Increases Weapon Damage by 40%.
    2. Increases Weapon Damage by 80%. Decreases Attack Speed by 20%.
    3. Increases Weapon Damage by 120%. Decreases Attack Speed by 40%.
    Gunner
    1. Increases attack speed by 40%.
    2. Increases attack speed by 60%. Increases Weapon Damage by 30%. Decreases Movement Speed by 10%.
    3. Increases attack speed by 80%. Increases Weapon Damage by 60%. Decreases Movement Speed by 20%.
    Slayer
    1. Critical Hits instantly kill non-heroic units.
    2. Critical Hits instantly kill non-heroic units. Increases Critical Hit rate by 5%. Decreases Weapon Damage by 20%.
    3. Critical Hits instantly kill non-heroic units. Increases Critical Hit rate by 10%. Decreases Weapon Damage by 40%.
    Defender
    1. Increase Life Armor by 4 and gain immunity to Rating Loss.
    2. Increase Life Armor by 6 and gain immunity to Rating Loss. Increase Threat Rating.
    3. Increase Life Armor by 8 and gain immunity to Rating Loss. Significantly increase Threat Rating. Increase Health Regeneration by 1 per second.
    Runner
    1. Become passively cloaked. Attacking removes the cloak for 10 seconds.
    2. Become passively cloaked. Attacking removes the cloak for 10 seconds. Reduce armor by 3. Increase Movement Speed by 20%.
    3. Become passively cloaked. Attacking removes the cloak for 10 seconds. Reduce armor by 6. Increase Movement Speed by 40%.
    Healer
    1. Allied units within a 1.5 radius regain 2 hitpoints per second.
    2. Allied units within a 2.5 radius regain 2 hitpoints per second. Drains 0.5 Energy per second.
    3. Allied units within a 3.5 radius regain 2 hitpoints per second. Drains 1 Energy per second. Allied units under the effects of the aura have 1 randomly chosen ailment removed every 10 seconds.



    Ability Name: Anticipating Cues
    Ability Description:
    John mentally catalogs what persona he will shift to next, allowing for better preparation.

    Level 1: Reveals the upcoming persona.
    Level 2: Reveals the upcoming two personas.

    “Always plan ahead.”
    Effect:
    Places buttons on the Command Card that list the upcoming personas in question. Each one can be Personality Shift'd individually, but as before, Personality Shift cannot ready the same persona twice.
    Hotkey: W for Level 1, E for Level 2

    TIER 3
    Ability Name:
    Identity Theft
    Ability Description:
    Being the master Con Artist that he is, John can forego his own characters and copy one of his teammates, inheriting their abilities and equipment for a short time.

    Level 1: Copy the target allied player character for 60 seconds.

    “No, we're not related. I just stole their wallet.”
    Ability Button Description/Tooltip:
    Copy the target allied player character for 60 seconds.
    Ability Cost: 50 Energy
    Ability Cooldown: 120 Seconds
    Ability Filters: Allied, Heroic, Non-Mechanical
    Ability Range: Global
    Effect:
    Transforms the Trickster into a copy of the target allied player, copying their current weapon, accessories, and abilities. The Inventory and Equipment Bar become unavailable during this period.
    Hotkey: G


    Ability Name: Psychology of Selves
    Ability Description:
    John can adapt a persona to be a semi-permanent part of himself, causing some of the bonuses and penalties to remain even after moving to a different persona.

    Level 1: Copies the currently active persona, granting an effect based on 50% of its bonuses and penalties.

    “Who else could I be but myself?”
    Ability Button Description/Tooltip:
    Copies the currently active persona, granting an effect based on 50% of its bonuses and penalties.
    Ability Cost: 50 Energy
    Ability Cooldown: 30 Seconds
    Ability Filters: Self
    Effect:
    See Tooltip. Does not count as an "active persona" for the purposes of Personality Shift. Lasts until re-cast with a new Persona active. As with Living the Part, effects are numbered with Killer 7 as 1 and Living the Part Levels 1 and 2 as 2 and 3, respectively.
    Show Spoiler
    Brawler
    1. Increases damage dealt to targets within 5 range by 30%.
    2. Increases damage dealt to targets within 5 range by 40%. Critical Hits to enemies within 5 range stun them for 1 second. Enemies further than 5 range take 20% less damage from attacks.
    3. Increases damage dealt to targets within 5 range by 50%. Critical Hits to enemies within 5 range stun them for 1 second. Enemies further than 5 range take 40% less damage from attacks.
    Sniper
    1. Increases Weapon Damage by 20%.
    2. Increases Weapon Damage by 40%. Decreases Attack Speed by 10%.
    3. Increases Weapon Damage by 60%. Decreases Attack Speed by 20%.
    Gunner
    1. Increases attack speed by 20%.
    2. Increases attack speed by 30%. Increases Weapon Damage by 15%. Decreases Movement Speed by 5%.
    3. Increases attack speed by 40%. Increases Weapon Damage by 30%. Decreases Movement Speed by 10%.
    Slayer
    1. Critical Hits deal 25% of non-heroic enemies' total health.
    2. Critical Hits deal 35% of non-heroic enemies' total health. Increases Critical Hit chance by 2.5%. Decreases Weapon Damage by 5%.
    3. Critical Hits deal 45% of non-heroic enemies' total health. Increases Critical Hit chance by 5%. Decreases Weapon Damage by 10%.
    Defender
    1. Increase Life Armor by 2 and gain immunity to Rating Loss.
    2. Increase Life Armor by 3 and gain immunity to Rating Loss. Increase Threat Rating.
    3. Increase Life Armor by 4 and gain immunity to Rating Loss. Increase Threat Rating. Increase Health Regeneration by 0.5 per second.
    Runner
    1. Increase Movement Speed by 5%.
    2. Increase Movement Speed by 10%.
    3. Become passively cloaked. Attacking removes the cloak for 20 seconds. Reduce armor by 3. Increase Movement Speed by 20%.
    Healer
    1. Allied units within a 1.5 radius regain 1 hitpoints per second.
    2. Allied units within a 2.5 radius regain 1 hitpoints per second. Drains 0.25 Energy per second.
    3. Allied units within a 3.5 radius regain 1 hitpoints per second. Drains 0.5 Energy per second. Allied units under the effects of the aura have 1 randomly chosen ailment removed every 20 seconds.

    Hotkey: G
    Last edited: Feb 18, 2015
  2. Kataract

    Kataract New Member

    WHERE ENGINEER
    WHERE MISSIONS
    GOD >(

    Charon's Obol's cooldown seems really fucking short for a free 50% chance to just outright kill something. Unless meatier enemies aren't going to be as common? There's enough time between bosses that it doesn't matter but I'm thinking things like a mass of Agron-esque enemies showing up.
    Other than that and the discussion I had with you re: reloads, I like this a lot.
  3. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Not done.

    It's also a 50% chance to kill you. I didn't tack on a big cooldown or energy cost because the cost is that you die immediately if you don't win.

    Hurray!
  4. Arturia

    Arturia Well-Known Member

    That is really nice. Definitely a gambler to play.

    His Poker Face definitely screams for a HCM. At ungodly sounds in fact.

    I'm a bit skeptical about Playing the Rush. It seems solid, but it definitely doesn't look like something I'd want to use unless the T3 forces heads. The 1% chance to full-heal or heavy-heal an enemy seems a bit too risky for any possible damage boost that comes out of it. Especially if an AoE damage causes it to heal everything.

    Charon's Obol seems far too risky to bother using though, since its 50% chance to outright die (I assume it by-passes lives otherwise it would seem OP).

    I'm skeptical about Identity Theft being implementable though. It seems quite out there, but I can imagine that at some points in time, it could have interesting effects. Sort of curious what happens if he dies while in ID theft - does he drop his own equipment or the cloned stuff?


    Finally, a question for both Poker Face & ID Theft: How do they handle Special Weapons?
    Does Poker Face mean you have a chance to not use ammunition for a Special Weapon?
    Does ID Theft mean you get a clone of the special weapon and thus do not have to be concerned about ammunition since that would be inherited from the target?
  5. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Yep.

    You can heal your target or you can potentially become more damaging than the Commando on an extended basis. I'd say that's a pretty fair gamble.

    It's there for those who have the balls for it. That's all.

    Identity Theft is definitely doable. If he dies while ID Theft is active, he drops his own stuff.

    For right now, the answer is "I don't know". Special Weapons, as they are unimplemented as of yet, are probably going to be revised. The most likely outcome is that Special Weapons are going to become ability items, similar to that of the Road Flare and ect. They will probably be buffed to compensate.
  6. Stereo
    • Development Team

    Stereo Paper Boy

  7. EdowardoLMP

    EdowardoLMP Well-Known Member

    A great class to flourish/ruin a game. 10/10 would buy a lottery after win 5 streaks of Charon's Obol; better don't leave the house if you keep dying to it.
  8. Drunk

    Drunk Well-Known Member

    *checks calender* I'm pretty sure it's not April Fools Day Kith. =/
  9. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Hahahaha, glad you like it.

    It's not a joke, my friend. This is going in the game.
  10. EdowardoLMP

    EdowardoLMP Well-Known Member

    I think you were drunk for 2 months forward lol.

    Shouldn't Con artist would have something trolly like the Gambler tree ? Would love to see Killer 7+1(troll), where the 1 persona can be a neutral creeper (dog, sheep... etc) that attacks like a predator bite with 1/2 the duration (or 1 minute).
  11. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    No. Con Artist is designed as it is for a reason - it's for the players that end up with the Trickster and don't want to put up with the high intensity risk that Gambler provides. I'd like to remind you that Secret Characters are only obtainable by randoming unless you play them a [REDACTED] number of times; I'm not about to stick two very difficult to manage trees on the same Secret Character and screw someone out of a chance at a reasonable game.
  12. Drunk

    Drunk Well-Known Member

    Well from what I can see, the con-artist tree can be potentially overpowered, while the gambler tree is potentially suicidal. Both can greatly (and quickly) change the situation of a progressing game (for better or worse), which is why I initially thought you were trolling, Kith. Maybe it's just me, but at the moment I'm not really getting that notd vibe from the trickster class. To use an analogy, it's like finding a bottle of soda in your wine stash. It's still alpha so nothing is set in place yet, but right now certain parts of this class makes it seem less.... military-like compared to the existing ones.
    Last edited: Feb 6, 2015
  13. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    They're both potentially overpowered, but that's wholly depending on how they're used, so I don't particularly mind. It's going to take a lot of skill or an absurd amount of luck to really get the most out of them. Out of curiosity though, what parts are you concerned about the most? For all of the potential insanity he can dish out I feel like I've adequately regulated his power level, so I'm interested in your take on the problem areas.

    He's a Secret Class, which is basically one step up from being a joke character. Secret Classes are not intended to be strictly serious - they're for fun or interesting gameplay concepts that didn't make the cut for normal classes due to realism/believability constraints. Besides:
    It pretty clearly says that he's not military grade and that he's only getting by due to his supernatural luck and charisma, somehow riding his advantages so hard he's managed to get in what is supposed to be the equivalent of an Honor Guard without paying his dues first. "Who the fuck is this and how did they get here" is going to be a running theme for Secret Classes as the SEEKRIT AGENT and now also the Trickster have already demonstrated - the Tauren Ops, Chemical Expert, and Legendary Calf will be no different.
  14. squish

    squish Well-Known Member


    Secret classes revealed. Screenshotted!
  15. Yuey
    • Warden

    Yuey Warden

    The house always wins, Mr. Gambler. Inb4 someone gets a 5 ded streak on Obol and complains on the forums about "bugged" chances.
  16. Please no. If i random that, and both trees are gamblers i would either spend a game of misery or RQ (depends on the guys i play with, after all some guys make a game of misery totally fun)
    Gambler feels, like a pubbers/mad games tree, it can give epic wins or epic losses. Also Obol at 50/50 seems a bit too weak.
    Con artist is a good tree but Personality Shift does not feel like it. shouldnt you stick to what you got ?
  17. EdowardoLMP

    EdowardoLMP Well-Known Member

    When you have 50/50 chance to instakill anything including Bosses. How weak was that ?
  18. Drunk

    Drunk Well-Known Member

    For Gambler tree, I would say that the Obol can potentially take the fun out of strategically putting down a challenging boss. If you're excessively lucky, it's pretty much a "click G to win" button once you hit t3.

    In the Con-Artist tree.. I can imagine having multiple Tricksters in your team... copying SA and spamming its Finger of Death ulti on a boss..

    I might have misinterpreted that "secret classes" part, haha.
  19. Arturia

    Arturia Well-Known Member

    I guess the one thing that I'm wondering is how will we be able to tell if the chances are correct? At best we can get a "feeling" that something might not be working properly, but it seems like it would be a bit hard to tell if a chance is higher/lower than it should be, or if a player is just very lucky/unlucky.
  20. Kith
    • Development Team
    • Designer

    Kith NOTD Staff: Anti-Fun Wizard Skeleton

    Why screenshot?

    No. I don't want players to get stuck in a playstyle that they hate or one that is totally inappropriate to the situation.

    Charon's Obol is just a really high-stakes gamble. You can end up making the game much easier (effectively removing a boss from the game) or much more difficult (removing a heavy DPS from the game).

    Nah. You can only get one Trickster at a time - anything that isn't Tier 1 is limited to one per team.

    Random only until you've played them enough or won games with them enough. They're not part of the standard canon.

    Well, the things in question are just simple RNG calls. We'll make sure the RNG calls work properly by putting in number print results before putting in the ability effects themselves, but beyond that players are just going to have to treat using the skills in question as... a gamble. :cool:

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