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) |
![]() |
" 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
|
![]() |
" 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
|
![]() |