Void Walker buffs/rework and hunting skill idea
Posted: Tue Dec 13, 2022 7:11 pm
First the buff ideas. I think VWs suffer from too high CP costs and it feels to me like you need 2 to 3 ranks just to feel whole. Upgraded Frost Bow also feels weak for a 90cp innate (same base dmg as DH's 30cp Teeth of the Damned, 2mp cost compared to Teeth's 0mp, only 5% more accurate). I also think VW should be the Blood Claw specialists but Strangulation doesn't do enough. Here's how I think these things can be remedied:
The child skill would be a way to help VW mana problems as well as help track key targets better. For example if you manage to bug an archmage and the bug survives through ward, you could now inform your wizard they are probably in their SH and a raid could be organized to take their council seat, likewise for DO overlords for usurping, specific classes for Rev endgame, etc. The randomness of the bugs survival makes it not guaranteed and also could potentially alert the target they are being tracked when they get the notification that the bug was destroyed as they pass through their ward, allowing them to change up their gameplay to try to avoid getting bugged again. The randomness of the MP gain would also make it not OP yet rewarding if you manage to bug say a PM who then summons an army and have the AP to make use of the extra MP before it decays.
- Ether Stepping reduced to 30cp
- Stepping of the Stone reduced to 60cp
- Bow of Frostbite reduced to 2mp per use
- Sniper of the Creeping Chill +2dmg +5% to hit, reduced to 1mp per use
- Adept of the Shadow +5% phasing
- New Skill - Void Claws - 60cp child of Strangulation
- Gives +3 damage to Blood Claws and allows the damage type to be changed to death (or maybe acid?)
- Attacks with claws do not break hiding similar to SotCC
- Void Bugs 30cp
- May set a total of level/3 tracking bugs at any location for 1ap per bug. Multiple bugs can be stacked on one location, indoor and outdoor are treated as separate locations
- When a nonallied character uses MP on bugged location, there is (MPx3)% chance of bug implanting for 12 hours. The target is not aware they are marked until the bug dies or is destroyed.
- Bugs leave a trail of void energy for 12 hours that the VW can follow by standing on the original location and retracing its exact path. It would look like a black leyline that extends 1-2 square from where you stand to where they stepped/blinked, meaning you would be able to follow their route step by step but wouldn't see the end destination until you got there.
- Traveling across planes or stepping through SH ward destroys the bug and trail, notifying both the VW and the target where and how it was destroyed.
- Setting a SH also destroys any bugs inside
- Abyssal Siphon 60cp
- Child skill - Bugs give 50% of MP used by mark to VW, can go over max and bugs have 50% chance of not being destroyed by ward or interplanar portal. If the target is behind a ward, the VW is notified
The child skill would be a way to help VW mana problems as well as help track key targets better. For example if you manage to bug an archmage and the bug survives through ward, you could now inform your wizard they are probably in their SH and a raid could be organized to take their council seat, likewise for DO overlords for usurping, specific classes for Rev endgame, etc. The randomness of the bugs survival makes it not guaranteed and also could potentially alert the target they are being tracked when they get the notification that the bug was destroyed as they pass through their ward, allowing them to change up their gameplay to try to avoid getting bugged again. The randomness of the MP gain would also make it not OP yet rewarding if you manage to bug say a PM who then summons an army and have the AP to make use of the extra MP before it decays.