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Adds Two Archetypes to Inquisitor #1084
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Adds Two Archetypes to Inquisitor #1084
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I hate to be evil guy again but I think this kind of turns a unique class (insanly high stats, wide varity of expert skills) into "which way robustie? dodge expert and knives or any other weapon and heavy armor?" That almost every other class follows. In terms of this Why do they have listening devices but no stealth skills? Why do they spawn with zero armor and a rapier, but no dodge expert? Why do they spawn with heavy helmets and such in the reliquary, but... no actual armor? Why do they get such a weirdly good across-the-board stat buff compared to every other role? I dunno. I dislike turning inquis into just better versions of their goons. |
I honestly wish witchhunters got the heavy leather coat. NOT sure how I feel about giving them dodge expert because consider this: They have a 3 tile long ranged whip that peirces 40% of your armor per-strike, they're also expert-skilled in, alongside very good wrestling skill to break out of tackles and dunk on people. Not even rogues get it this good. HOWEVER taking away the whip ruins the castlevania-esc vibes the role has and totally goes hard with. |
I fuck stupendously heavy with this proposal.
Personally, I'd suggest retaining the current Inquisitor (with his all-around superb statistics, training in medium armor, and combination of silks and a rapier) as a third archetype for those who prefer the classic, 'hardmode'-themed playstyle. Call it the 'HEART of PSYDON', perhaps, to emphasize their physical adeptness above all else? |
I can give em 9 strength again to take off whip access I suppose if you're that opposed to one guy with a powerful whip going around. Not a big deal for me. |
Yeah, I spent like 3 hours arguing with Dente in the discount about how much he hates how all the changes are the same and how the old Inquisitor was perfect and whatnot, so I'll probably add the default Inquisitor as a third loadout to appease those people. |
although then again, dodgers can be fiented now, I suppose its fine for the inquisitor. They are expected to fight stuff like vlords and that afterall, it'd probably be more of a player issue if it got abused. |
Two quick things;
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Old geezah can't move like Undertaker no more since they're OLD. Fucked up to give them wrestling AND master whips.
If an Inquisitor is going around immediately resorting to killing valids with Repenta En, that's a player issue and not an issue with the mechanics themselves. Part of being in a leadership position like Inquisitor is being responsible with your gamer gear. |
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whew. bit much.
Resolved |
Do not touch my beloved statistics, or else I will turn you into one. On that note, I think the Inquisitor being relatively strong - either close-to or on-par-with the Guard Captain - is fine. They're a fairly important role that's steeped in combat, and one who's presence should be sensibly feared. The above-average skills and statistics are balanced by the lack of starting equipment, in my opinion. |
About The Pull Request
Inquisitors have always been the Ace in the hole against heresy, as the Captain is to the Keep, the Inquisitor is to the Church.
This PR gives the Inquisitor two additional archetypes for players who want to choose between different distinctive playstyles for Inquisitor. OG Inquisitor is still there.
Enjoy the original Inquisitor playstyle, but always wished you could be more subtle in finding HERETICS? Introducing...
THE EYE OF PSYDON
Enjoy a more boots-on-the-ground Inquisitor that VANQUISHES the forces of evil with whips and chains? Introducing...
THE FIST OF PSYDON
Why It's Good For The Game
Honestly, I just wanted to give Inquisitor some love since they recently got a bunch of new reliquary stuff. New archetypes means new inspirations to use them in different ways. Don't worry, you can still play as the original Inquisitor if you want.
The role itself, currently, feels like an everything-at-once job. For a single-slot, single-character role, they should have more agency in /what/ they should be good at - with the player's discretion of course. If you want to play that all-rounder, go ahead, I literally can't stop you.
Organizing Inquisitor into two additional distinct archetypes will help immensely with inviting more nuance to the overall round for players who aren't as experienced in Inquisition as most are nowadays. Differing playstyles and attitudes means different means of contributing to the rest of the round, and making a unique impact with every round.
Inquisitors should always evoke a sense of "Oh shit, they're here." vibe with heretics, and by providing the role with two additional niches the player can fulfill, they can STRONGLY evoke that sort of feeling more often.
Addressing Points of Contention
Yes, I am aware that I gave the Eye of Psydon subclass 3 speed/end and 5 in Lockpicking/Sneak - this is PURELY to make it at the very LEAST equivalent in infiltration skills to Orthodoxist Confessor. Trust me, I didn't want to put it in until I realized Confessor, an ASSISTANT job to the Inquisitor, had better stats than it did in my PR. It's one role anyway, so it shouldn't be as massively impactful as, say, the 5 different adventurer Rogues or the bandit Knave fullstack. It'll be negligible, and it's PURELY so Inquisitor can sneak in and put little listening devices into places. It'll be cool, trust the plan.
And yes, I gave both subclasses Master in Swords/Perception and Maces/Wrestling, respectively, if they were middle-aged. Considering they're a SINGLE-SLOT ROLE with a VERY IMPORTANT MISSION, they deserve to have master skills if their character seemed experienced enough. I am willing to tone it down to old characters only if I have to, but they deserve it.