i totally redesigned the hunter class, they are still survival experts but i made changes to the taming system so the beasts you tame become permanent pets that gain experience and level up to level 12 and gain talent points at levels 4/8/12 and their talent trees will have abilities based on the archetype of the beast.
the following archetypes exist...
BRUTE - as it sounds, a heavy armored high vitality beast that deals low damage but can take it.
STRIKER - a low armor, low vitality heavy damaging beast.
WARDEN - a balanced beast that has medium armor and vitality, and can deal moderate damage.
PRIMAL - a very rare beast. each region in the game has an 0.5% each hour to spawn one, and they deal a primary, secondary, and special attack.
once you have beasts tamed they go in your "PACK" and you can only have 2 active pack members at a time with the exception of a primal beast which takes up both pack slots and if one dies, it will have a timer of 1 hour before it can be resurrected and then you can respawn it.
as an example of talents, the grizzly bear for instance has a talent where it can intercept any attack that would kill you sacrificing itself, receiving double resurrection
timer (so 2 hours) but you are spared and can spawn another beast while you await its resurrection timer to expire.
Also taming is no longer a simple click and get command. you "provoke" it by typing "tame <name>" and it now hits you twice as hard, and receives 50% less damage
from you but if you defeat it within 300 seconds it becomes yours. now to prevent tame-stealing or having someone else kill it for you, once you start the tame
the beast is fully healed and can now only be attacked by you for the duration of the 300 second timer, if you fail to kill it or it kills you it will despawn.
if it was a primal beast, it goes back in the random queue.
basic hunter skills are now...
1 - hunt for food and replenish water containers
5 - tame beasts as permanent pets that level up and gain skills
10 - mend the wounds of your tamed beasts with bandages (bought in equip shops)
20 - thrown weapons gain special abilities based on the weapon (see below)
P1 - call for a stampede once per hour from all of you non-active pack beasts (must be alive with no res timer)
P2 - place a spike trap in a room that will damage a single hostile (one at a time)
P3 - place an explosive trap in a rom that will damage all hostiles (one at a time)
P4 - can equip relic weapons which level up and gain abilities from slotted gems
thrown weapon mastery info...
darts will increase hostiles poison by 1
throwing knives have a 50% chance to deal double damage (which ignores armor)
throwing axes reduce enemy armor to 0
throwing spears will impale the enemy and prevent it from moving (can move again if youre not in its room for 30 seconds)
this is the hunter that will be in the 3.50 test version coming out. all classes got reworked but the hunter went through the biggest change.
will be looking for a system to beta on if interested let me know. i am in the process of rebuilding the entire bbs network with all new pcs, a new fiber circuit,
fortigate 40f firewall, a 12 port managed switch, and a cellular cradlepoint backup so needless to say i will have the HQ offline a bit will i configure and test the
new setup and the old bbs will remain on a backup coax cable feed but none of the new games will feed the old bbs off my update server as it will be configred
to the new setup so having this game tested by a bbs with multiple users will be clutch. just an fyi though all group commands are disabled during testing as
to actually test you should be running a single character and documenting not running your own team of 5.
so if interested lemme know, and before you post... yeah yeah my hardware is an overkill, i do it for fun though.
Tele-Arena Platinum 3.50 Hunter Changes
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