Great feedback - I'll just get down my thoughts about all that:
Galefury wrote:Probably a little annoying to use with the wall rearrangement, but cool.
This is why I wanted it to a) prefer moving over floor tiles to walls, so walls don't get rearranged *too* much, but still enough to occasionally open rooms up or block corridors off unexpectedly (of course statues, stairs and other floor features might get moved around more); and b) prefer swapping tiles within the vortex so the walls are mostly only moved a maximum of 3 tiles away.
Galefury wrote:I think it should be level 8, because it is unpredictable and quite dangerous. Level 9 investment is huge, and I think this just wouldn't be worth it. It could still be uptiered to 9 like Tornado was if it proves to be way too powerful. Tornado is overpowered by design though, while this is underpowered by design (compared to other level 9 spells). So I don't think it's going to be a huge issue.
This sounds reasonable; altho with some of the other changes suggested here it could end up being just as damaging as tornado, fire storm etc.
Galefury wrote:I think displacement and swapping between different vortices should not be rarer than within the same vortex. Moving stuff around is one of the major effects, and it's just not very noticeable within a size 4 cloud.
If a tile is getting swapped say every 1-3 turns then it'd be noticable even just within a four-tile cloud; things kind of just getting jumbled up as the clouds move over them. Having stuff jump from one vortex to another could get confusing if it happens too much and would start seriously messing levels up. In my mind there's an "effect power scale" for this, and maybe this could be what the roll is based on: 1-4 = Very small displacements which cause damage to items and monsters by only moving part of them; 5-8 = Larger displacements which move whole tiles around short distances; 9-10 = Huge displacements which swap several tiles from one vortex to another. Effect Power = Mass * Distance^2 as an approximate equation! The high-powered effects can still cause damage while moving the tiles around, because there are still smaller distortions happening within those tiles.
Galefury wrote:Producing chunks verywhere would get really annoying, so I don't think that's a good idea. Very flavorful, but too annoying.
Again only something to happen occasionally, if at all. I just love how Orb of Destruction sometimes chunks things, and actually I found it to be a useful tactic when I was with Ash and wanted to curse my staff
Perhaps chunks would have a chance to be produced on a power 4 roll based on the above scale, and even then usually not many. Producing chunks in the middle of a fight can also be really useful with Sublimation when you don't have time to butcher. It perhaps gives the spell a situational utility purpose to make up for the randomness of damage. On the other hand it's certainly not a necessary effect so if it's too much work for not a very perceivable gain then it's clearly not necessary.
Galefury wrote:Stasis and -TELE should be full immunity, not 95%. If you cant be teleported you cant be teleported. This is not a plane shift. Also by wearing stasis on a tloc specialist you are seriously gimping yourself, so full immunity is only fair.
Hmm, it totally should have occurred to me that a warper is basically
never going to wear stasis! That actually makes stasis pretty much relevant only to monsters for this spell. For that reason I'd stick with a 95% resistance so even a monster with -TELE can't
always resist, or perhaps at high effect levels there's some risk. A high-level Tloc character will almost certainly have cTele in some form and therefore 100% resistance anyway. My thinking is that Stasis protects against normal orderly teleports; but this spell is a highly chaotic and powerful disruption of localised space and not remotely as predictable as a normal teleport, hence not as easy to resist. Whereas cTele trumps stasis in that it grants
complete control over spacial distortions and therefore allows full resistance.
Galefury wrote:About ctele: I think ctele should only upgrade effects to semicontrolled blinks. After all it only upgrades blink to semicontrolled, and being partially displaced or swapped is probably worse base material than a proper blink. Also I think fully controlled blinks might be a little too powerful. Permanent ctele from ring is getting changed to evocable though (this is happening, right?), so upgrading to controlled blink may not be too strong after all with ctele being harder to get.
That was a mistake; I meant to say just semi-controlled!
galehar wrote:The problem with creating 1 to 4 vortices with a size of 2x2 is: how do you target it? If you just choose 1 point and they are randomly created nearby, then you'll randomly hit a few monsters, miss many and hit yourself. This isn't good for a high level spell. It's not only about the strategical skill point investment, but also about the tactical investment of 9 MP. It has to be effective or else everyone will continue to use storms and tornado and ignore it.
My idea about this was to have an area targetting that looks like Fire Storm targetting. So the vortices will all start within that area and you can be pretty sure most stuff there will get splatted, as well as making sure they won't spawn on top of you! Perhaps the radius could be 1 less than Fire Storm so it's more focused and decently reliable; this really depends on the maximum number of vortices generated, which could be upped to make the spell more decent. Maybe target radius could increase as the spell power increases and more vortices can be generated, so you're always able to reasonably land one on the specific target you want to take out, and there's a good chance to hit other stuff as well.
Also, you could always spam the spell a couple of times if you need to take out a lot of targets quickly. That'd be pretty much guaranteed to hit everything in the area in a short time. I also thought about something where the vortices can sometimes merge to form a super-vortex but that could get silly
Thinking more about the cloud movement; I'm imagining something that might look a little bit like Conway's Life. So every turn or few, a vortex cell has a chance to move to any other cell adjacent or diagonal to the rest of the vortex. The clouds will creep around enough to hit a few targets, but not so wildly that the player can't avoid it themselves just by staying at least a couple of tiles away. It also occurred to me that the tile swapping could be part of this movement mechanic; every time a cloud moves it has a chance of exchanging the target tile with its current one. This might make the implementation somewhat similar but I don't know if the effect would be as good.
By the way; I'm not sure if you meant this, but they're not just 2x2 squares, they can be in any configuration so long as the squares are touching (like Tetris, but diagonals allowed as well).
galehar wrote:I like minmay's idea a lot. A big translocating cloud which hits everything with distortion sounds fun. Maybe it can randomly shuffle some cells inside. Partial displace isn't necessary, because distortion already has "high damage" as one of its possible effects. Stasis doesn't protect from distortion. Nothing does.
What I wanted to somewhat sidestep was "yet another Storm spell". Translocations is a very different spell school to the more conjurations-focused Fire and Ice; it has a lot of interesting and situational spells which provide very different mechanics and themes to any other school. So I think a high-level Tloc spell should feel fundamentally different to other high-levels, even if the "area damage" requirement is essentially the same.
Galefury wrote:About targeting: this could create one big cloud (fire storm style) that splits into multiple ones in the following turns and dissipates after a while.
I really love the mental picture I get of this! Actually I think with the area targetting mechanism I've described, you would get this kind of effect anyway. The vortices would all start right next to each other effectively forming one big cloud with only a gap here or there, and then spread apart as they moved independently. They could even have a certain tendency to move away from the epicenter, so you get that spreading out effect fairly predictably (and can actually use that tactically). I also thought once each vortex itself starts dissipating, the four clouds can start losing their attachment to each other and drift off a little before they fizzle out.
Galefury wrote:Distortion cloud sounds cool too, but banish and long range teleport are not really desirable on a damage spell. Exp loss from banishment is annoying, tracking down teleported enemies is annoying, and self banishment is silly (and extremely annoying). Besides, giving the player access to irresistible large scale banishment doesn't sound like a good idea. At least with distortion weapons you only get one attempt per attack, with distortion clouds you can turn the whole area into a banishing teleport death trap.
galehar wrote:As minmay said, when you're casting L9 spells, XP loss shouldn't really be a concern. This would be a "move out of my way" spell instead of "kill kill kill". This would be different and different is interesting. Not sure we need a fourth high damage L9 spell.
Galefury wrote:No ctele levels are one difference. Also getting the enemy out of the way is not the same as getting yourself out of the way if you are actually trying to get somewhere (like to a rune or the orb). Still, a high level distortion cloud in tloc would probably not see that much use for exactly that reason, cblink and ctele already deal with many situations where it would be useful.
The main intent of this is to give high-level Translocations skill a purpose. Personally I think Galefury could be right that distortion would just make this too undesirable a spell for that! But yes, I totally agree that a new level 9 shouldn't be just about damage; however, I think the ability to deal a decent amount of damage, even indirectly, is essential to make investing in that top bracket genuinely worth it. Escape and avoidance are all more than covered already by lower-level spells.
Let me just check something: am I right in thinking that because this spell is single school, that makes it quite a bit easier to get castable since you only have to raise one school to the same level you would otherwise have to raise two schools to?
...On which basis it clearly shouldn't have the sheer damage of foo storm or even tornado, but still have other tactical and situational benefits that can be exploited, in keeping with the rest of Tloc; and I think the possibilities here for blinking, chunking, digging / level rearrangement, and disarmament are all viable to make it much more interesting than a pure damage spell. So it's an option for a Tloc caster who might dabble in one or two element schools for some mid-level firepower, could perhaps want half-decent Tmut/Necro for Lich Form, but also wants something high-end that's still in keeping with their character and is a viable alternative to the other level 9 spells.
I'm thinking that the damage wants to be decent enough to kill some enemies, whilst softening others up to then finish them off with lower level weaponry. That's kind of why I originally included the unequip/disarm effect - not killing things outright but presenting you with a serious tactical edge. You could even have confusion/disorientation as a side effect (although as has been pointed out already, having too many different effects is just creating one big mess!) But a high-level spell
has to give you some major damage potential, even indirectly, to be genuinely worth the investment.
Hmm... although I'm quite surprised to hear that once you have a level 9 spell castable you wouldn't want to accrue any more Exp to train your other skills, or even train that skill to get the spell more powerful/reliable. I'd have thought that having a level 9 merely castable doesn't even
necessarily make you ready for the end game? (Although I realise in a lot of cases it will) But what about an extended jaunt through Pan or a Zig - neither of which I felt ready for even with Fire Storm in my arsenal at decent power. On that game, once I'd learnt Fire Storm and cleared Zot, I had 150k Exp in the bank which I sank into Necro/Tmut to get Necromutation castable; if I'd just banished everything from Zot with no Exp gain the game would have ended there for me!
I realise here that I'm talking to people who've won the game many, many more times than me and my measly single time
...so I might not know what I'm talking about when it comes to the end game... and perhaps it could be seen as more fitting for a Translocations character to win by disappearing everything rather than direct destruction...
Anyway, I really appreciate everyone's criticisms so far; it's nice to explore the idea and see what people think!