|
Your donations keep RPGWatch running!
RPGWatch Forums » Comments » News Comments » Project Eternity - Post-funding Update #52

Default Project Eternity - Post-funding Update #52

May 8th, 2013, 15:27
Project Eternity has a new post-funding update that showsconcept art, and gives information on the monk class.

Monks in Eternity are different than you might expect. There are no restrictions on armor and weapons – you could wear plate and use a sword, if you wanted to, and the talent system is flexible enough so you could build a great monk that specialized in that gear. But at the core of this class is a little rule about how monks take damage. You see, when a monk gets hit, only part of the damage is inflicted on him or her immediately. The rest is redirected to a Wound, which is an effect that causes damage over time (called a DoT effect) to the monk. That slowly-ticking Wound would only seem to be delaying the inevitable result except for one thing: the monk can get rid of that Wound by using special attacks.

The monk gets all kinds of cool special attacks that do extra effects beyond simply damage and, as a side effect, also eliminate his Wounds. Some of their special attacks include:
  • Torment’s Reach - this ability increases the range of melee attacks by 200% for a short duration. Enemies between the monk and his or her target are also attacked. Costs 1 Wound to activate.
  • Turning Wheel - if the monk suffers from a DoT effect (including Wounds ticking down), he or she adds a proportional fire bonus to his or her melee damage. This is a passive ability which works automatically whenever the monk has any DoT effect.
  • Clarity of Agony - when used, this ability cuts the duration of hostile status effects in half. It lasts for a brief amount of time, halving both incoming effects and ones that are currently on the monk. Costs 2 Wounds.
Each of these attacks makes monks stronger in battle, and many also consume their Wounds, hopefully before those Wounds have done the damage the monks were originally supposed to take.
Culture Concept


Concept artist Kaz Aruga has been developing the look of some of Project Eternity's various cultures. So far, he's created concepts for people from the Dyrwood, the Vailian Republics, the Aedyr Empire, and the Valley of Ixamitl. We hope you like the range we've come up with. Let us know what you think!
More information.

"It's quite simple my word is the law around here, and failure to comply means termination."

RPGWatch News Editor & Moderator
Last edited by Couchpotato; May 9th, 2013 at 00:19.
Couchpotato is offline

Couchpotato

Couchpotato's Avatar
Evil Potato Overlord
RPGWatch Team

#1

Join Date: Oct 2010
Location: Potato Land
Posts: 10,693

Default 

May 8th, 2013, 15:27
Kind of… unimpressed, I dunno. Seems to be shaping up rather bland… :/
Ah well, maybe I have been spoiled by Torment and D:OS.

Exitus acta probat.
wiretripped is offline

wiretripped

wiretripped's Avatar
Machiavellian

#2

Join Date: Oct 2006
Location: Leuven, BE
Posts: 710

Default 

May 8th, 2013, 16:17
Originally Posted by wiretripped View Post
Kind of… unimpressed, I dunno. Seems to be shaping up rather bland… :/
Ah well, maybe I have been spoiled by Torment and D:OS.
A monk that convert damage to a DoT and can exploit it to create powerful attacks is bland?

ok…
azarhal is offline

azarhal

SasqWatch
RPGWatch Donor

#3

Join Date: Oct 2007
Posts: 2,671

Default 

May 8th, 2013, 16:55
Yeah, really cool mechanic.

The art doesn't show particularly well in that concept art, but might work well in-engine.

What the heck is D:OS?
RedSocialKnight is offline

RedSocialKnight

RedSocialKnight's Avatar
the stronger, slower one

#4

Join Date: Jan 2012
Location: San Francisco
Posts: 280

Default 

May 8th, 2013, 17:17
Class looks very interesting,can't wait to hear more about it and rest.

What the heck is D:OS?
D:OS=Divinity: original sin
Nameless one is offline

Nameless one

Nameless one's Avatar
Wizzard

#5

Join Date: May 2012
Location: Sto plains
Posts: 1,228

Default 

May 8th, 2013, 19:33
Nice take on the D&D styled monk which, correct me if i am wrong, has only been really useful at mid/high levels before which they are crippled by lack of armor and useful abilities. Still doesn't stop me from playing them though

I like how Project Eternity is progressing! Now if only they would release a full-on gameplay video like Shadowrun Returns…
Dr. A is offline

Dr. A

Dr. A's Avatar
Keeper of the Watch

#6

Join Date: Oct 2006
Location: Singapore
Posts: 801

Default 

May 8th, 2013, 19:48
I tend to like systems that try to make sense. I hope they put some thought into the lore mechanics behind this "ability".
Santos is offline

Santos

Ass-hat

#7

Join Date: Oct 2007
Location: NH
Posts: 573

Default 

May 9th, 2013, 03:13
Originally Posted by Santos View Post
I tend to like systems that try to make sense. I hope they put some thought into the lore mechanics behind this "ability".
From what I've read of Josh Sawyer's descriptions, the PE Monk has elements of the medieval Flagellant, who sought to purify the soul through mortification of the flesh. Since magic in PE comes from the soul, this apparently powers up the Monk's attack forms.
rjshae is offline

rjshae

Bob
RPGWatch Donor

#8

Join Date: Mar 2012
Posts: 1,599

Default 

May 9th, 2013, 17:02
Originally Posted by azarhal View Post
A monk that convert damage to a DoT and can exploit it to create powerful attacks is bland?
ok…
It's not bland. Is it the basis for an entire character class? Why not have it be an optional Fighter feat and forget about Monks altogether?

I've never liked Monks and at this point they're so flavorless I can't see ever using one.

my novel: bit.ly/dreamlandsbook
screeg is offline

screeg

screeg's Avatar
floating head

#9

Join Date: Oct 2006
Location: USA
Posts: 893

Default 

May 9th, 2013, 17:32
Originally Posted by screeg View Post
It's not bland. Is it the basis for an entire character class? Why not have it be an optional Fighter feat and forget about Monks altogether?

I've never liked Monks and at this point they're so flavorless I can't see ever using one.
Why do I have the feeling that you are saying it's flavorless because the Monk can use all armors and weapons? You do know that every other classes in PE can do the same thing right?

The Wound meter is the Monk class characteristic and it wouldn't work as a "feat". It's an entire feature that define how the Monk fight.
azarhal is offline

azarhal

SasqWatch
RPGWatch Donor

#10

Join Date: Oct 2007
Posts: 2,671

Default 

May 10th, 2013, 12:31
Originally Posted by azarhal View Post
A monk that convert damage to a DoT and can exploit it to create powerful attacks is bland?
I was not referring to the monk in particular, but rather to the game in general.

The DoT mechanic just seems a little contrived to me, as if they thought really hard to come up with something that would make the player abandon armor and weapons without actually restricting him… which meh. IMHO, it only serves to complicate things.

Then again, maybe I am missing something. I'm not too familiar with "DPS", "Tank" and other combat mechanics, nor do I really care. I'm not big on powerplaying.

Originally Posted by screeg View Post
It's not bland. Is it the basis for an entire character class? Why not have it be an optional Fighter feat and forget about Monks altogether?
My issue is just that there are too many classes, just for the sake of having classes. Easy stretch goals, hm?

"Oh, darn, we crossed another goal, we need another quickly!"
"Hmm, what could we add…?"
"Let's add another class! People like classes!"

… times 10.

Exitus acta probat.
wiretripped is offline

wiretripped

wiretripped's Avatar
Machiavellian

#11

Join Date: Oct 2006
Location: Leuven, BE
Posts: 710

Default 

May 10th, 2013, 14:47
Originally Posted by wiretripped View Post
I was not referring to the monk in particular, but rather to the game in general.

The DoT mechanic just seems a little contrived to me, as if they thought really hard to come up with something that would make the player abandon armor and weapons without actually restricting him… which meh. IMHO, it only serves to complicate things.
They didn't thought really hard, a similar concept is used in the WoW monk class added by the latest expac (they call it Stagger). >.>

And each classes have an unique feature so far too and lore integration, they don't just exist in a vacuum.
azarhal is offline

azarhal

SasqWatch
RPGWatch Donor

#12

Join Date: Oct 2007
Posts: 2,671

Default 

May 10th, 2013, 14:55
Originally Posted by azarhal View Post
They didn't thought really hard, a similar concept is used in the WoW monk class added by the latest expac (they call it Stagger). >.>
Ahh, I see. I am not familiar with WoW mechanics, as I stay as far away from MMOs as I can.

Anyhow, I'm not sure whether the fact they copied it from WoW makes it worse or better…

Exitus acta probat.
wiretripped is offline

wiretripped

wiretripped's Avatar
Machiavellian

#13

Join Date: Oct 2006
Location: Leuven, BE
Posts: 710
RPGWatch Forums » Comments » News Comments » Project Eternity - Post-funding Update #52
Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT +2. The time now is 13:32.
Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2014, vBulletin Solutions, Inc.
Copyright by RPGWatch