Melee Mage Gem: Beast Form (Werewolf)

Nice idea, but if they weren't already planning to do something like this don't expect to see it arrive soon.
It sounds like a lot of extra development on models (I presume we want separate werewolf models per class).

But who knows in a theoretical additional development life cycle of 6 years a lot of things are possible.
If it were a keystone how would you... Transform? That's half the fun. Besides, there could be merits to being in human form sometimes. "
as a gem it would be far too powerfull
and isnt iz altering the gameplay for "casters" (switching them to melee)
that is exactly what a keystone does and not a gem

ofc there could be a shapeshitng gem,if thats what you realy want,but than drop the mana/life , es/eva/armor switch thats totaly not suited for a gem
(like CI or Iron Reflexes)

so for a gem i would make it like an auramthat gives you some lifeleech on physical dmg and some manaleech on spells with like 30-40% mana reserved
(i´m not suggesting movementspeed since we alredy have haste for that)
"
ploki122 wrote:
Honestly, this is broken as hell imo...

"

Reserves 0 Mana, Can only be used with claw weapons. Cannot be used if you possess less than 1 Mana.

Transforms you into Beast Form.
Swaps Health and Mana totals.
Swaps Health Regeneration and Mana Regeneration.
Converts 50% of Energy Shield into Armor.
Converts 50% of energy Shield into Evasion.
Increases Health in Beast Form by 20%
Disables Projectile Skills.

Each 1% quality increases Evasion and Armor while in Beast Form by 3%

Each Level increases Health in Beast Form by 20%.


Let's dissect it bit per bit...

"
Swaps Health and Mana totals.

This one is ok, no problem there and a pretty interesting mechanism (although I would see it more as a keystone than a triggerable spell...)

However, would %increased maximum mana/life be applied pre or post switch?

"
Swaps Health Regeneration and Mana Regeneration.

This one would be irky... First of all, most hp regen comes from max %hp, so do those apply before or after the swap? As for the mana, your base regen 105% of mana over 60s.

So here is an exhaustive list of the potential problems I see :
- %hp regen, turned into mana or applied to new hp? ot both?
- 105% mana regen'd over 60s (base regen). Same as above.
- increased mana regen turns vitality into an OP clarity.

"
Converts 50% of Energy Shield into Armor.
Converts 50% of energy Shield into Evasion.

This one feels fair since it's a tradeoff (once again, could even be used as a keystone).


"
Increases Health in Beast Form by 20%
Disables Projectile Skills.

Increaed hp is ok, at this point.
Projectile isn't very restrictive... there are like 10 skills that are projectiles... something like "Cannot use spells or projectiles" feels better imo. And so does "Cannot use non-melee skills". Basically, if you're looking for a drawback, better make it actually a drawback.


"
Each 1% quality increases Evasion and Armor while in Beast Form by 3%

so, only by using this skill (20%), you would end up with 160% Evasion/Armor + 80% of your ES added to it... and that bonus is multiplicative with any nodes or effects you have (most probably at the very least). Honestly, I would rune Determination, Clarity and Vitality... I will facetank Piety with no armor... only using regens and innate stats.

Each Level increases Health in Beast Form by 20%.

In the same way, 400% hp feels clearly abusive. Especially if you can double it (let's not say 3-4x, which is acievable) using passives.[/quote]


All switches are applied Post Modifier. All % increases and static increases are added up before conversion by gem. Only Auras will apply to post werewolf stats.


The claw limitation was because Werewolves use their claws. It wouldn't make sense if they could use mace attacks. I mostly just didn't want fireball slinging werewolves. Restricting AoEs would refer to auras too. Disabling Projectiles and limiting weapons to claws only actually limits gem selection quite a bit.

Viper Strike
Puncture
Frenzy
Dual Strike
Double Strike
Auras
Curses

.... and I think I'm getting close to the end of the list.


The cast time for the gem would be like 2 seconds (maybe?) for the cool transformative effect.


Not so sure about adding things to the tree though. There would be enough Shapeshifter builds without altering the tree.


The 20% increased Health is after mods.... meaning that it applies to something like 1.7k Effective Health (and that's only if you get a LOT of mana nodes and mana gear). Truly, it should put you roughly on par with other meleers who have no ES.
It would put you on par... but you would have a shitton of armour, evasion (and thus probably armour) and mana compared to a no-ES fighter.

As for claws no-proj restriction, here is my list (ommiting those you listed) :
Auras
Curses
Totems (except Flame and Ranged Attack one)
Novas
Molten Shell

Immortal Call
Traps
Mines

Flicker Strike
Whirling Blades
Phase Run
Frost Wall
Arc
Cold Snap
Discharge
Firestorm
Lightning Warp
Righteous Fire
Minions


So I could basically create a summoner, or dual totemers and still change in werewolf to dish out extreme damage...
Last edited by ploki122#1212 on Mar 27, 2013, 1:18:22 PM
Then it would need to disable non-buff spells as well
A set of shapeshifting abilities would really be fun. Retune some melee skills to include "bestial" as their allowed weapons and let all those be used in the beast forms, in addition to automatic stuff like auras and shields. Perhaps allow some of the movement abilities that are fitting, too.
One way I've seen this tackled in games is by making the player ONLY have beast mode available to them(see: Norn elites in either Guild Wars game.)
This is probably pretty crazy and I don't know practicalities.
But imagine that a 'Kaom's Heart' kind of unique item came with a gem in it that stuck you into Rhoa form.
With that, you might just have move-only, shield charge, and default attack on your skill bar.
Everything else you have is disabled.

Then pretty decent flat move speed stats
pretty decent flat HP stats
and jack shit for fire resists (for example) but good chaos for some reason.


Now. this introduces a complication wherein a full 'druid' could become the ultimate toolbox character, if we take this idea to a logical extreme.
So maybe PoE is not a place where this will work. The 'Unique+Skill gem' is already sounding like it would have to be really huge and hard to assemble or just hard to perceive and understand.

Why am I wearing a heavy belt if I haven't got any pants?
Last edited by Milchut#7741 on Mar 28, 2013, 8:37:08 AM
Swapping life and mana would a shit.
You'd never have to pick up any life nodes at all, just pick up EB+CI and bam 7k-8k life.
IGN: TsuruyaNyro
"
Suzumiyaharuhi wrote:
Swapping life and mana would a shit.
You'd never have to pick up any life nodes at all, just pick up EB+CI and bam 7k-8k life.

Maybe you definitely can't maintain this form.

5 seconds on. 5 seconds off. 10 second cooldown.

Maybe: Big cast time (1.5 seconds). Decent duration (6.0 seconds) and a hard cooldown afterward (2.0 seconds)
"BUT I DON'T WANT COOLDOWNS IN MY ARPGS! YOU'RE RUINING THE GENRE"--Said, a straw man.


Sure, the same player who is stacking MP can probably grab "Skill effect duration" and stack... some unique item bonuses...without much problem but I think this might force the guy into a less comfortable spot than "Go to notable 1, Go to mana cluster 2, Go to mana cluster 3, grab cast speed 4."

I spend too much time here.
Why am I wearing a heavy belt if I haven't got any pants?
Last edited by Milchut#7741 on Mar 28, 2013, 1:52:28 PM

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