Post by Lorenor on Jan 4, 2016 8:19:43 GMT -8
1. Introduction
2. Skill Rework
3. Rogue
4. Alchemy and Poison
5. Beastmaster
6. Playing with Fire
...
Skill Rework
In order to bring more variety to the builds in Kobold Tribes, it is probably necessary to start with the skills, since they are part of every build.
Only the bolt notes are changes.
Forestry:
- Increases your armor by 1 and health regeneration by 0.5 per 5 forestry.
- Increases damage to trees by 2 and damage to structures by 1.5
- Increases the amount of stamina and warmth gained from chopping trees.
- Reduces the planting cooldown.
- Increases the growing speed of trees.
Perks:
- 15: Chopping a tree has a 30% chance to grow a new tree.
- 20: You gain 20% of the damage you deal to trees and structures as health. Additionally, you gain 1 armor penetration for each chopped tree for 45 seconds, stacking up to 3.
- 25: Allies (including you) near a tree you´ve planted (12 unit radius) gain the same amount of health the tree gains.
Additionally you gain 20 mana over 10 seconds whenever a tree you´ve planted grows to full size.
With the change to the 25 forestry perk, I just tried to add another facet to this skill, making it viable for support builds as well now.
Mining:
- Increases attack damage by 1%.
- Increases mining speed by 2%.
- Increases warmth gained while mining by 0.1.
Perks:
- 15: Reduces stamina loss while mining by 20% and adds a 20% chance to not consume a stack of a mineral deposit.
- 20: Allows you to build up and use mineral rush.
- 25: Gain 2 damage reduction (this means that all physical damage - after normal armor calculation - is reduced by that amount, just like armor works in normal SC2) and 10% stamina increase (or stamina decrease reduction, to be exact) if you have a radiant gem and shadow stone in your inventory.
Making the 2 armor you usually get to 2 damage reduction creates interesting combinations with more tanky sets. Before, mining was a pure dps skill, but since the damage reduction becomes more effective the less damage you take, it might be viable for full tank sets as well now.
Cooking:
- Increases the health, mana, stamina and hunger gained from COOKED food by 1.5%.
- Increases cooking speed.
- Increases campfire duration.
- Unlocks new recipes.
Perks:
- 15: Hunger drain is reduced by 50% and health regenreation increased by 2 for all allies in range of your campfires.
- 20: All food you´ve cooked increases your INT or WIL (alternating) by 20% of the required cooking skill for 30 seconds. If an ally eats your food, you gain the same bonus, but the duration is increased to 90 seconds. This can stack up to 2 [+1 per 5 cooking] INT and WIL.
- 25: Reduces the eating cooldown by 20% and increases the duration of all over-time-effects from food (including fish) and cooked poisons/potions (cocktail and concoction) by 20%.
While the 15 cooking perk is meant to support your team, the 20 cooking perk supports YOU when you are helping your team. Sharing food, especially high cooking food, with allies will increase your WIL and INT far longer than if you eat everything yourself, so even the most selfish players might think about going for cooking and sharing their food now.
Foraging:
- Increases the health, mana, stamina and hunger gained from non-cooked food (raw meat, berries, fish) by 2%.
- Increases health by 1%.
- Increases taming chance by 2%.
- Increases damage against animals by 1.
- Increases the range in which you spot campfires by 4 units.
- Increases cold resistance from torch and lantern by 1%.
- Increases gathering and fishing speed by 2%. (it was 4% gathering and 1% fishing speed before)
Perks:
- 15: Increases vision range of birds by 50% and allows herb and berry bushes to regrow.
- 20: Gives vision to wolves and bears in a 25 unit radius and increases your and your pet´s attack speed by 10% (I know that currently the attack speed of your pets automatically increases with yours, but I want to change that in the beastmaster post).
- 25: Doubles the experience you and your pets gain from killing animals (explained in the beastmaster post) and increases your pet´s armor by 50% of your own armor.
With the increased regen from uncooked food, which is almost everything a forager will find in the wild, a forager now really becomes the survivalist he is supposed to be. Raw stag meat increases the stamina by an almost noticable amount now (I still would buff the stamina regen from raw stag meat by maybe 5 or 10 points) and berries can replenish your health very fast.
With the increased cold resistance from torch and lantern, foragers can now stay warm for a whole night as long as it doesn´t rain, making them at least a little bit more mobile (still no match for forestry and mining though)
Artisanship:
General change: all buildings take some time to build, starting at 2 seconds for campfire, tent, palisade and spike trap, 3 seconds for farm, working bench and smithy and 5 seconds for tavern, hunter´s lodge and storage outpost.
- Increases crafting and building speed by 2%.
- Restores stamina when completing a building based on it´s base build time (for 25 ART, you get 5 stamina per second of build time)
- Increases the damage of traps, trebuchets and explosives (explained in the engineer post) by 2%.
- Increases the armor of buildings by 1 per 5 artisanship and the health by 1% per 1 artisanship.
- Repairs nearby buildings.
- Unlocks new crafting recipes.
Perks:
- 15: You can salvage buildings.
- 20: Upgrading an item (for example huntsman jacket --> high ranger´s maille) gives you 25 gold and experience. Additionally, the attack speed of your turrets is increased by 25%.
- 25: Turrets and traps slow the target by 50% for 2 seconds. This makes the target immune to further slows from turrets or traps for 15 seconds. Additionally, all allied turrets and traps restore 1 charge every 20 seconds when you are nearby. This also applies for equipment with capacity, such as the Vicious Javelin or maybe the new Skullbreaker Cannon.
The 25 gold and experience should encourage people to craft for their allies. It just applies to upgraded equipment though because I don´t want people to craft all game long and be rich in the end, it is just meant to be a compensation for taking the time to craft an ally´s piece of equipment once in a while. Since I will add lots of upgrade possibilities in the upcoming posts there should be enough ways to make use of this effect.
2. Skill Rework
3. Rogue
4. Alchemy and Poison
5. Beastmaster
6. Playing with Fire
...
Skill Rework
In order to bring more variety to the builds in Kobold Tribes, it is probably necessary to start with the skills, since they are part of every build.
Only the bolt notes are changes.
Forestry:
- Increases your armor by 1 and health regeneration by 0.5 per 5 forestry.
- Increases damage to trees by 2 and damage to structures by 1.5
- Increases the amount of stamina and warmth gained from chopping trees.
- Reduces the planting cooldown.
- Increases the growing speed of trees.
Perks:
- 15: Chopping a tree has a 30% chance to grow a new tree.
- 20: You gain 20% of the damage you deal to trees and structures as health. Additionally, you gain 1 armor penetration for each chopped tree for 45 seconds, stacking up to 3.
- 25: Allies (including you) near a tree you´ve planted (12 unit radius) gain the same amount of health the tree gains.
Additionally you gain 20 mana over 10 seconds whenever a tree you´ve planted grows to full size.
With the change to the 25 forestry perk, I just tried to add another facet to this skill, making it viable for support builds as well now.
Mining:
- Increases attack damage by 1%.
- Increases mining speed by 2%.
- Increases warmth gained while mining by 0.1.
Perks:
- 15: Reduces stamina loss while mining by 20% and adds a 20% chance to not consume a stack of a mineral deposit.
- 20: Allows you to build up and use mineral rush.
- 25: Gain 2 damage reduction (this means that all physical damage - after normal armor calculation - is reduced by that amount, just like armor works in normal SC2) and 10% stamina increase (or stamina decrease reduction, to be exact) if you have a radiant gem and shadow stone in your inventory.
Making the 2 armor you usually get to 2 damage reduction creates interesting combinations with more tanky sets. Before, mining was a pure dps skill, but since the damage reduction becomes more effective the less damage you take, it might be viable for full tank sets as well now.
Cooking:
- Increases the health, mana, stamina and hunger gained from COOKED food by 1.5%.
- Increases cooking speed.
- Increases campfire duration.
- Unlocks new recipes.
Perks:
- 15: Hunger drain is reduced by 50% and health regenreation increased by 2 for all allies in range of your campfires.
- 20: All food you´ve cooked increases your INT or WIL (alternating) by 20% of the required cooking skill for 30 seconds. If an ally eats your food, you gain the same bonus, but the duration is increased to 90 seconds. This can stack up to 2 [+1 per 5 cooking] INT and WIL.
- 25: Reduces the eating cooldown by 20% and increases the duration of all over-time-effects from food (including fish) and cooked poisons/potions (cocktail and concoction) by 20%.
While the 15 cooking perk is meant to support your team, the 20 cooking perk supports YOU when you are helping your team. Sharing food, especially high cooking food, with allies will increase your WIL and INT far longer than if you eat everything yourself, so even the most selfish players might think about going for cooking and sharing their food now.
Foraging:
- Increases the health, mana, stamina and hunger gained from non-cooked food (raw meat, berries, fish) by 2%.
- Increases health by 1%.
- Increases taming chance by 2%.
- Increases damage against animals by 1.
- Increases the range in which you spot campfires by 4 units.
- Increases cold resistance from torch and lantern by 1%.
- Increases gathering and fishing speed by 2%. (it was 4% gathering and 1% fishing speed before)
Perks:
- 15: Increases vision range of birds by 50% and allows herb and berry bushes to regrow.
- 20: Gives vision to wolves and bears in a 25 unit radius and increases your and your pet´s attack speed by 10% (I know that currently the attack speed of your pets automatically increases with yours, but I want to change that in the beastmaster post).
- 25: Doubles the experience you and your pets gain from killing animals (explained in the beastmaster post) and increases your pet´s armor by 50% of your own armor.
With the increased regen from uncooked food, which is almost everything a forager will find in the wild, a forager now really becomes the survivalist he is supposed to be. Raw stag meat increases the stamina by an almost noticable amount now (I still would buff the stamina regen from raw stag meat by maybe 5 or 10 points) and berries can replenish your health very fast.
With the increased cold resistance from torch and lantern, foragers can now stay warm for a whole night as long as it doesn´t rain, making them at least a little bit more mobile (still no match for forestry and mining though)
Artisanship:
General change: all buildings take some time to build, starting at 2 seconds for campfire, tent, palisade and spike trap, 3 seconds for farm, working bench and smithy and 5 seconds for tavern, hunter´s lodge and storage outpost.
- Increases crafting and building speed by 2%.
- Restores stamina when completing a building based on it´s base build time (for 25 ART, you get 5 stamina per second of build time)
- Increases the damage of traps, trebuchets and explosives (explained in the engineer post) by 2%.
- Increases the armor of buildings by 1 per 5 artisanship and the health by 1% per 1 artisanship.
- Repairs nearby buildings.
- Unlocks new crafting recipes.
Perks:
- 15: You can salvage buildings.
- 20: Upgrading an item (for example huntsman jacket --> high ranger´s maille) gives you 25 gold and experience. Additionally, the attack speed of your turrets is increased by 25%.
- 25: Turrets and traps slow the target by 50% for 2 seconds. This makes the target immune to further slows from turrets or traps for 15 seconds. Additionally, all allied turrets and traps restore 1 charge every 20 seconds when you are nearby. This also applies for equipment with capacity, such as the Vicious Javelin or maybe the new Skullbreaker Cannon.
The 25 gold and experience should encourage people to craft for their allies. It just applies to upgraded equipment though because I don´t want people to craft all game long and be rich in the end, it is just meant to be a compensation for taking the time to craft an ally´s piece of equipment once in a while. Since I will add lots of upgrade possibilities in the upcoming posts there should be enough ways to make use of this effect.