over 1 year ago - /u/moxjet200 - Direct link

Hi everyone, I'm currently having a little late night brainstorm session on things that we may want to see on the rogue's upcoming Falconer mastery (coming later this year - not tomorrow's release) that we may have overlooked.

The Falconer's main niche will of course be that they have a permanently summoned falcon pet - and play styles will include the ability to weave between bow, melee, and utility skills found elsewhere in the rogue's kit and Falcon skills. We have a little flexibility left in the design space for this class so I'm curious to hear from you all what you may like to see from the skills, passives, and play styles?

Edit: loving the ideas already!
Edit #2: woke up to a lot of new replies. I'm excited to read through all of them after we launch this patch. Rising Flames launches very soon - 11am CT!
Edit #3: I've read every response and have to say that was a ton of fun. You guys have some awesome ideas, some that I see as great additions to what we're already planning. I'll consider doing this with other masteries and/or systems in the future! Appreciate you all

External link →
over 1 year ago - /u/moxjet200 - Direct link

Hi everyone, I'm currently having a little late night brainstorm session on things that we may want to see on the rogue's upcoming Falconer mastery (coming later this year - not tomorrow's release) that we may have overlooked.

The Falconer's main niche will of course be that they have a permanently summoned falcon pet - and play styles will include the ability to weave between bow, melee, and utility skills found elsewhere in the rogue's kit and Falcon skills. We have a little flexibility left in the design space for this class so I'm curious to hear from you all what you may like to see from the skills, passives, and play styles?

Edit: loving the ideas already!
Edit #2: woke up to a lot of new replies. I'm excited to read through all of them after we launch this patch. Rising Flames launches very soon - 11am CT!
Edit #3: I've read every response and have to say that was a ton of fun. You guys have some awesome ideas, some that I see as great additions to what we're already planning. I'll consider doing this with other masteries and/or systems in the future! Appreciate you all

External link →
over 1 year ago - /u/moxjet200 - Direct link

Originally posted by Reindeer-Conscious

Swap places with the bird seems like a cool idea, or cast skills from the bird. I like the idea of bird smoke bombing

We've been considering what a potential Falconer movement ability could look like! Smoke bombing is also very cool and I think we have a good spot for that.

over 1 year ago - /u/moxjet200 - Direct link

Originally posted by themostclever

I just want to use the bird as a spotter for a bow build. Like a toggle to fly up and grant bonus damage for all enemies >some distance away or something idk.

casting from the bird would also be dope.

Also, let me give my bird knives. Knify-birdy I'll call him

Almost like a "Surveil" type situation? There would be plenty of options for the skill tree with something like that

over 1 year ago - /u/moxjet200 - Direct link

Originally posted by CounterPointCharlie

One skill node could give the falcon a passive aura with radius that reduces monster chance to hit (harrying), and maybe also boosts falconer health regen. Melee users would get both effects when fighting in close, but you'd have to trade them off if using a ranged attack. Additional points could expand the radius, the effect, or both.

It'll likely be moving pretty quickly around the screen at any given time so a radius check may be a bit problematic. I love the idea of some type of harrying effect though - blinding the enemy, rapid strikes, crit vulnerability, maybe setting up some larger damage from the rogue themselves. There's something good there!

over 1 year ago - /u/moxjet200 - Direct link

Originally posted by SniperSAKH

Like maybe falcon may be able to seek out the most valuable prey (rares, bosses) so falcon focuses on then and debuff them (speed, accuracy, etc)

Great passive tree idea

over 1 year ago - /u/moxjet200 - Direct link

Originally posted by A_S00

Support for bees!

If there was a tree on every screen we could have the falcon attack a tree (bee hive) and make it dispense 10 BPS! Alas, our level design team would not like that request...

over 1 year ago - /u/moxjet200 - Direct link

Originally posted by xDaveedx

I'd love to see some influence from the game The Pathless (awesome and relaxing game btw, gorgeous visuals and music, 10-20h long) like a mechanic where you can shoot enemies while sliding over the ground while building some sort of momentum buff or a combo skill where you grab your bird by the legs, fly up into the air and use some attacks from there.

This is the best example of a well executed bow wielder + bird companion I know of where it really felt like it wasn't just a minion, but you 2 felt like a team.

beautiful looking game - great reference

over 1 year ago - /u/moxjet200 - Direct link

Originally posted by I_AM_ALWAYS_WRONG_

I just wanna be like Mordecai from borderlands. But I guess if you weave in zer0 for the melee portion of the kit, we all good too.

This is my main inspiration for the class. Mordecai in Borderlands was an absolute joy to play and it felt so good to unleash Bloodwing on a group of enemies!

over 1 year ago - /u/moxjet200 - Direct link

Originally posted by Aliessil_

Hmm. So first of all, I’m thinking a falcon is small, lightweight and fast, so it’s abilities should reflect that.

Second, a new Mastery means a new passive tree and several new skills, and the early nodes and skills have to be useful to Marksman and Blade Dancer as well … and I feel like that’s the tricky part. Obviously the Mastery Skill will be the falcon itself, and I feel like the skills should mostly be player+falcon interactions, which would have to summon temporary falcons for the other Masteries.

For the passives, the early tree should include benefits while the falcon is active (permanently for the Falconer, and for the Marksman and Blade Dancer, for a few seconds after using a Falconer skill). The falcon would be distracting so crit avoidance, increased dodge, increased chance of glancing blows all feel appropriate. Damage-wise, I think bleeds, increased crit chance and improved penetration seem appropriate.

Having nodes to change the type of falcon would also be good - the default I think would be physical/bleed, with conversion options for fire, ice, lightning, void maybe …?

I think the player should also inherit traits from the falcon, so nodes for permanent movement speed, attack speed, accuracy (penetration), dodge, etc would also be good. Hmm .. I’m starting to think the Falconer should be both more evasive and more fragile, so maybe some Armor to Dodge conversion would make sense, and Armor to Crit avoidance, and Armor to Glancing Blows conversions. Maybe even Armor to Movement Speed, and Armor to Attack Speed.

Just some thoughts /shrug

Love to see the thematics/flavor being converted to appropriate existing mechanics. This is how our designers think!

over 1 year ago - /u/moxjet200 - Direct link

Originally posted by snow-days

More QOL/flavor, but it would be fun to have the falcon be able to retrieve loot or pick up shards or something.

I also love that you made this thread and are brainstorming with us!

In addition to the many great suggestions already posted, I would say 3 main builds: a "nuke" build where the falcon comes diving in and deals massive damage, before flying up out of harm's way for a "cool down"; a build where falcon pesters enemies, drawing aggro and applying debuffs; a build where falcon flies around the battlefield dropping buffs, heals, ward, clouds of smoke... whatever. maybe even powerful consumable weapons like special arrows.

I'm having a ton of fun reading the idea, so really it's my pleasure. Also, good suggestions

over 1 year ago - /u/moxjet200 - Direct link

Originally posted by timahhh

Really inspired by some of the ideas on here, and I wanted to explore the idea of this being a true partnership. The falcon having intelligence and autonomy, while also being a companion.

So I put a sort of class archetype together here for fun. I was imagining all sorts of fun abilities as I wrote these out and imagined the partner dynamic.

Here's a text version:

Soar in to high speed, high altitude combat with your falcon companion - as intelligent as it is fierce. Become a duo of death, as your successfully coordinated attacks place you into a vicious battle trance.

Fast-paced, high impact offensive action.

  • Attack bonuses for catching enemies by surprise.
  • Respond to your falcon’s maneuvers and pull off powerful combo attacks.
  • Your falcon adapts its combat tactics based on your unique talents, and the flow of combat.

Work Together To Control The Pace of Battle

  • Train your falcon in unique combat styles, taking on a more offensive or defensive approach.
  • Leverage four dimensions of combat by taking to the sky for bone-shattering landings, or sweeping enemies in to your traps.
  • Control your enemies, while setting your falcon up for fatal attacks.

Employ Unique Defensive Measures

  • Become one with your companion, as your successfully coordinated attacks put you in to a vicious battle trance, increasing your damage and stats.
  • Call on your falcon for aid, but sacrifice offensive prowess.
  • Return the favor, and distract enemies when your falcon needs to recover.

Looking forward to this mastery!

I hope you're in marketing because the graphic, formatting, and wording is stellar here. Legitimately got me hyped.