Here is what I currently have with the new melder revamp skillsets.
Again, the two big goals here were synergy and mirror-like skillsets. There are some unique things with each skillset, but in general, they'll all have the same effects/abilities etc.
There are a few skills I don't have names for yet. I haven't been able to come up with the flavour for those skills, but I knew what the mechanics are so I've left those blank for the moment. If you have ideas, feel free to mention them.
I did adjust Nature Flow to allow druids to flow to nodes (since mages can travel to nodes) so that's why they don't have anything similar listed here.
As always, this is an initial draft, it's subject to change but hopefully we're aiming in a good direction.
https://docs.google.com/spreadsheets/d/1EGo87irZlUWUfTWW1yhy79zpCo4-wLUxSdUM7LUks_k/edit?usp=sharingEdit: I forgot to mention that I'm going to be out of the country for the next week and a half or so. I should be able to check in and answer questions, but it will be more sporadic than usual.
Comments
edit:: Also every 'mancer and Blacktalon get their beast skill + their builder, except Hartstone. Any reason?
Apart from that I don't really see any other glaring issues, thank you so much for the work that's been put into this thus far.
2. Blacktalon doesn't have Meld listed. We know they'll have it, just a typo.
3. I would make the beasts for the two specs similar. Crow can have 'swoop' instead of treetoss for the flavor, but same effect. Alternatively, have the stag gore for damage + allergies. Basically, more mirroring whenever possible is something in which I am strongly in favor of.
3a) If we paid for the totem power for our pet, will we have access to whatever the new power is on our pet?
Looks fantastic! Quite excited. Wish BT had Lightning malus instead of Poison malus as their focus, may have to betray for Serenwilde so I can spam lightning like a proper shaman
More theme'ing but I don't like allergies as a name/skin, it just goes back to one of the early convos about wanting it to feel more deeply Seren. Probably the same with Sap.
Though please, please fix it so the Stonerain doesn't cause a rubble effect that hits nonenemies...it's the worst part of Geo melds.
3. Totem just looks like an error, it's the only ability in that slot that doesn't just do "main damage type + aff"
Also, looking over HS just for a themeing tweak example. Could use pathtwist (as theme) instead of briars for the "keep people in" slot, you could swap six of the meld effect names/themes to the HS stones while keeping the same effects, then if you made the aff "cursed" you swap IF and Sap to something aligned with that.
example effect swaps
[spoiler]
Squirrels > Present stone: connection to the forest calling creatures to protect it
Spores > Past stone: forest punishing enemies transgressions
SeedCloud > Before-Time stone: Visions of what could have been obscure paths
Buff/Debuff > Future stone: Empowers and curses to help ensure the right future
Thorns > Broken stone: Shards slice at enemies to prevent more loses
Storm > Moon stone: Draws on the connection to the commune to empower allies and weaken enemies
[/spoiler]
Edit: I also have some concerns about new Northwind - how will it integrate with new Twister? Will people instantly get dragged down to earth once they're tossed up into the sky, or is it going to be a game of timing the tick?
Additionally, I see that new!Needlerain is advertised as "Strip waterwalk/waterbreathing (other defs)". Does this mean that if the target doesn't have waterwalk or waterbreathe, they're going to start being stripped of another def? What happens with the parallel skill in Aeromancy if they don't have levitation to strip - are they 100% going to get tossed instead, or will it too strip a different, random def?
I would say it's done the way it is for people who aren't trans. It makes no difference mechanically at trans to do it this way, while still keeping that excitement of 'Oh I got a new ability.' I agree it's noisy, but whatever, not like that'll matter in-game.
Having slept on it and looking it over again I would like to state that melds with cutting/blunt damage types are hit hard by both the buff system and the current armour system. I would like to see if they are sticking to those damage types a % of their damage be unblockable to give parity to the melds that are not physical damage based and therefore don't get an armour reduction on their damage as well.
Briars: I would prefer to see Briars turned into a rubble effect rather than a webbing effect. Something that can be raised or dampened like current rubble as well. As it is currently you have to raise it and it covers random exits in the meld, but anyone with a fire enchant can just burn them away.
My preference would be something like "Pushing through the briars slows your your movement to the east."
Basically, read the document as an all-new design, rather than continuing the effects as they currently exist.
@Orael can clarify?
re:Rockslide - oops, I removed one, will need another name
re: Chasm, Needlerain, Northwind - These are periodic ticks, not just one and done. If you case Northwind on someone, they will have levitation stripped and be tossed into the air every x seconds over y time. Same with Needlerain - it will strip defs every x seconds over y time. Chasm will cause balance loss every x seconds over y time.
re: Building effects - we were using burns as the baseline and most pyro effects build burns as well.
re: Briars/Rubble - new effects, they won't be doing the old effect - unless it's specifically stated to not be changing, you can assume it is changing and the old effect isn't accurate.
I fixed a bunch of typo/c/p issues as well
Particulates, for instance, share the same balance as both dust afflictions and deathmarks.
If I eat dust with asthma, 4 marks, and n particulates what kind of behaviour would one expect?
Would I cure x particulates, 2 marks, and asthma or 4 marks and x particulates etc.
Also second to losing raise and twirl on staves entirely, at least for the active powers. Perhaps instead of removing those powers, lower the staff in the skillset and include the power ups further in the skillset as new skills.
For allergies, will they cure in the same way they do now over time with conditions speeding/slowing the curing? Will there still need to be an active start to the allergy levels, or will they build as a general aff on every target hit by the passives?
I'd like to caution against too much mirroring, particularly for the druids, as the two orgs function VERY differently. An appropriate amount of bleeding on a HS meld may be far too much on a BT meld, for instance, and Scarab is dramatically more powerful than Darkseed (dramatically dramatically far and away) because they were theoretically balanced around the very specific conditions of curing mechanics pre-overhaul in relation to sap. In modern Lusternia (post-sap) darkseed is 7p to mildly annoy an enemy who is likely to tumble out of danger anyways and scarab periodically blocks one quarter of all cures, on a high-traffic dangerous curing balance. Things like that will need to have a really critical second pass once details of actual skillset focus are zeroed in on.
Beyond that, I have a few minor points but can't really say anything major about the skill specifics without information about instakills. That's really the center around which the skillsets build, and the usefulness of the skills in a pretty large part centers around that. Like, allergies will extend bal/eq but... why? Without those finishing pieces to put the skills in context only really glaring problems can be addressed.
I want to point out again, that we're using burns as a baseline. Each leveling aff will be cured by something, but it'll function like burns where you need specify to cure it (it won't cure additionally like other levelled affs) Right now, burns only cure when you apply body.
That's also why everything will slow down bal/eq, because that's what burns does right now, as well as reduce specific resists.
We could switch Mag to Excoro if that makes more sense, I don't think that's a big deal, and it's still thematically appropiate.