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Game News Project Eternity Kickstarter Update #52: All About Monks

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tags: Obsidian Entertainment; Pillars of Eternity; Tim Cain

This week's Project Eternity Kickstarter update is all about the game's Monk class. Those of you who have been following Josh Sawyer's posts on the Obsidian forums may be familiar with this information, but there are lots of new details. I quote:

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.

And as monks level up, they get more than just these special attacks. They can gain room for more Wounds, so they can have more of them at once to use at the same time for an extraordinarily powerful attack or use them across multiple special attacks. Monks can also change how their Wounds function. For example, they can choose to have their Wounds do less damage at the start and more at the end, so getting rid of them faster is advantageous. Monks can also choose to do their damage sequentially, letting the monk build up a lot of Wounds to fuel a crazy powerful ability and not take much damage for doing so.

So as a monk, your goal is simple: you want to take damage, so you get Wounds, so you can perform extraordinary attacks. But remember when I mentioned the monk in plate mail using a sword? Sure, you can do that, but that plate armor will inhibit your ability to get Wounds, which means you don't get as many special attacks. And unarmed attacks are among the fastest types of attacks, so a weaponless monk can get rid of his Wounds faster than any armed monk, so he will suffer very little of their damage-over-time effects. That's like having extra hit points for free! FOR FREE! Who wouldn't want that?!

This is why you see a lot of unarmed and unarmored monks running around. Not because the rules say you can't use those items, but because in most situations it's one of the best ways to play. An unencumbered monk can be a terror on the battlefield, a nightmare that just won't seem to die, no matter how hard he gets hit. Blows that seem like they should kill him only serve to make him stronger.​

The update also has this nice piece of concept art demonstrating the looks of people from Project Eternity's various cultures:

pe-cultures-580x318.jpg
 

kaizoku

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consume their Wounds
:retarded:

wouldn't "inflict Wounds" make more sense?



So basically monks like to get spanked...

kinky

Too bad Furnok is male. A female monk would have been better.
 

Israfael

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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.
Just use Purifying brew / expel harm / guard? Why dont they just copy it from WoW.. :S
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
"Sustain Wounds" might sound better than "Consume Wounds" while conveying a similar meaning.
 

Jaesun

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Definition of SUSTAIN

1: to give support or relief to
2: to supply with sustenance : nourish
3: keep up, prolong
4: to support the weight of : prop; also : to carry or withstand (a weight or pressure)
5: to buoy up <sustained by hope>
6a : to bear up under
b : suffer, undergo <sustained heavy losses>
7a : to support as true, legal, or just
b : to allow or admit as valid <the court sustained the motion>
8: to support by adequate proof : confirm <testimony that sustains our contention>
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
"Sustain Wounds" might sound better than "Consume Wounds" while conveying a similar meaning.

?

As far as I understand the context, the monk literary absorbs the wound. I don't think sustain would fit.

He doesn't have to literally absorb it. He might just be shrugging it off - the wound is there, but it has no effect. Sustain fits that.
 

Gozma

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Eych, that monk design is so 4E it burns. Torment's Reach. It's like a sack of Magic: The Gathering cards. Visualizing how this stuff would look or function or feel is an active hindrance for playing with it

I'm pretty impressed by how much work they're putting into the philology and history stuff. It seems like a stereotypical '90s "let's make fantasy analogs of anachronistic historical eras" at first but there is an infinite scope to put solid work into it
 
Self-Ejected

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Codex 2013 Divinity: Original Sin
This wound system remind me of that desperation bar from some SNK fighting games (and later from Capcom). It would fill whenever you got hit and when full you could use it on powerful attacks.
 

Hobz

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Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2
The wound system looks promising, makes me even sadder that they chose to go with RTwP.
 

dunno lah

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This wound system remind me of that desperation bar from some SNK fighting games (and later from Capcom). It would fill whenever you got hit and when full you could use it on powerful attacks.

Ohhh man...I'm imagining the Monk doing Ralf's Machine Gun punching right now and it's pretty fucking sweet...
 

Zeriel

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And people said Project Eternity was just stereotypical fantasy. Turns out it's set in the modern day.

20040101b-closeup.jpg
 

Jedi Exile

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Project: Eternity Shadorwun: Hong Kong
This is funny how clothing usually sucks in BioWare games, while Obsidian manages to make good looking clothing and armor (NWN 2 and Dungeon Siege 3, for example). It might seem that the opposite should be true, because Obsidian focus its attention on story and dialogue, and they also have much smaller budget, but no, Bio just can't do it right.
 

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