Post by scout on Sept 22, 2006 1:51:51 GMT -5
I've been playing the latest beta and it's good. I do miss Vampires - are they going to make a return? I had a pretty good el ld of darkness / shadow stalker build going in ver 1.71 ...
A couple of items I've noticed and not sure if they're intentional:
If you play zulgor or celestial with 100% resistance to chaos / light, magic returning does no damage if you're using that element. I'm going to try an elemental lord of each but imagine with just a little piercing ability points they will rock. I've been putting just a couple of points into wis and running around kicking butt at the low levels with free elemental spells using those two races, only closing to melee the few elites / bosses that are completely immune to magic.
When resting to heal, it doesn't kick out of the rest cycle until you get hungry or a monster shows up to smack you.
I hit either a trap or was hit by a stat draining monster and str was reduced down to one, but was not showing in the colors (orange / yellow) as in 1.7.1, which I preferred.
Love the new colored elites / bosses. thanks for that. I also like that it takes more hp to advance now, so you can reach the level 6 / level 10 class abilities easier.
Although Zulgors really tear up weapons, I noticed that all my characters (any race) are having problems with durability - did you amp up the rate at which weapons are damaged? Can't wait to find an indestructible or tweakable wep now.
On the character sheet, I'm not sure that the resistances are showing up right. I started a paladin and the resist impure ability wasn't modifying the display. Equipment seems to work.
Anyway, great job, fun mod. Thanks. Please, bring back vamps, even if you have to nerf them!
A couple of items I've noticed and not sure if they're intentional:
If you play zulgor or celestial with 100% resistance to chaos / light, magic returning does no damage if you're using that element. I'm going to try an elemental lord of each but imagine with just a little piercing ability points they will rock. I've been putting just a couple of points into wis and running around kicking butt at the low levels with free elemental spells using those two races, only closing to melee the few elites / bosses that are completely immune to magic.
When resting to heal, it doesn't kick out of the rest cycle until you get hungry or a monster shows up to smack you.
I hit either a trap or was hit by a stat draining monster and str was reduced down to one, but was not showing in the colors (orange / yellow) as in 1.7.1, which I preferred.
Love the new colored elites / bosses. thanks for that. I also like that it takes more hp to advance now, so you can reach the level 6 / level 10 class abilities easier.
Although Zulgors really tear up weapons, I noticed that all my characters (any race) are having problems with durability - did you amp up the rate at which weapons are damaged? Can't wait to find an indestructible or tweakable wep now.
On the character sheet, I'm not sure that the resistances are showing up right. I started a paladin and the resist impure ability wasn't modifying the display. Equipment seems to work.
Anyway, great job, fun mod. Thanks. Please, bring back vamps, even if you have to nerf them!