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Post by Variaz on Apr 3, 2011 15:52:29 GMT -5
Suggestions and comments threads.
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Post by Variaz on Apr 11, 2011 22:55:27 GMT -5
Started working on the next update. The next class will be the Defender. The game is starting to get more difficult later on, with CR2 and especially CR3 enemies being particularly hard, and let's not get started on Nightmares!
So we need a class to mitigate some damage. And so the Defender will be the next class! The class is being entirely redesigned, with completely new abilities. It will be very defensive in nature, with a clear focus on mitigating damage and preventing attacks.
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Post by Variaz on Apr 15, 2011 15:07:01 GMT -5
6 abilities out of 10 done for the Defender.
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Post by Gando on Apr 15, 2011 22:06:54 GMT -5
I was really hoping the bard would be implemented. Though I guess Music needs to be redone?
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Post by Variaz on Apr 16, 2011 10:22:51 GMT -5
Yes. The ideas we discussed not too long ago obviously needs some work to implement. And since the Bard traditionally support allies, this means Monsters vs Monsters battles needs to be fixed as well(as you know, they are not working right now). Though I guess Music could be redone first, released, and then fix Monsters vs Monsters afterwards...
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Post by T10 on Apr 18, 2011 10:47:49 GMT -5
I really miss the feats of the stealth skill - especially the shadow blink.
The stolen and flow - modified items become orange after tweaking. Are they count as crafted? I want read some scrolls on them like leveling and magic. Will they working?
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Post by Variaz on Apr 18, 2011 12:35:08 GMT -5
They should, though to be honest, I haven't stole much non-magical items. The problem may there, they are not supposed to count as crafted items.
However, it should work fine if you steal items that are already magic, such as those from elites/bosses.
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Post by Gando on Apr 18, 2011 20:18:15 GMT -5
Sorry I haven't been able to play sooner but today I discovered the Jump ability has been nerfed into uselessness with a cooldown of 3 turns. If you can't use it to escape a bad fight it has no real application. Not that it always works that way since some monsters are fast enough to chase a jumper (at least until you put serious points into Agility.) I am on record as being against this nerf. Very uncool.
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Post by Variaz on Apr 19, 2011 10:51:39 GMT -5
Sorry I haven't been able to play sooner but today I discovered the Jump ability has been nerfed into uselessness with a cooldown of 3 turns. If you can't use it to escape a bad fight it has no real application. Not that it always works that way since some monsters are fast enough to chase a jumper (at least until you put serious points into Agility.) I am on record as being against this nerf. Very uncool. It's true that Jump wasn't really broken or anything. But the main reason why I've nerfed it is that I want to make defensive attributes more important, as well as reward smart play and choosing your fights properly. IMO, it was a bit too easy to just run away from everything if the danger turned out to be too great. While this is less true at lower levels where you might not have much +speed, later on, when you get descent speed(like +30), enemies are going to be about the same speed as you all the time, and then you gain a huge advantage by being able to jump around, and control where you land. Many times, it's possible to avoid tough fights simply by jumping a few times, especially if there are corridors nearby. I wanted defensive stats to be more important to preventing damage, than just jumping away from danger. And then there is one combo that is VERY powerful and basically makes anything that has no ranged/spells completely harmless. 10 points in Agility and 5 points in Combat Feats allow you to "hit & run" almost everything. No matter how strong it is, no ranged moves? Hit & Run it to death. Even if it does have a ranged attack, it won't always use it, so you still gain a lot by using this technique. An especially deadly version was combining this with the Accurate Strike ability. I'm not saying the change is perfect. I chose it as it still allows you to use Jump to get out of a pinch, but not overly rely on it. Jumping away once is nice, but many times a row becomes a bit too powerful. It also still allows you to use one turn of "hit & run", making this still a nice tactic to use from times to time, but without being able to endlessly abuse it. If anyone has other suggestions, feel free to post.
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Post by Gando on Apr 19, 2011 11:46:04 GMT -5
I have to respectfully disagree on it being useful once. All that does is maybe give you a turn and then you die.
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Post by Variaz on Apr 19, 2011 11:51:08 GMT -5
I have to respectfully disagree on it being useful once. All that does is maybe give you a turn and then you die. What exactly are you referring to?
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Post by Gando on Apr 19, 2011 21:35:02 GMT -5
I am referring to one of my main uses for it. Escaping from insanely hard battles. Monsters that can kill you in a few blows are often also fast enough to catch you walking. Jumping away is the only method (aside from carrying tons of teleport scrolls which I always seem to forget anyway) to avoid otherwise inevitable death. I don't mind the death so much as the loss of valuable equipment that is nonetheless not valuable enough to eternalize yet.
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Post by Gando on Apr 21, 2011 23:14:09 GMT -5
Another problem with the lack of continuous jumps is being unable to complete the old man's quest in Udor.
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Post by Variaz on Apr 22, 2011 12:50:33 GMT -5
I guess one solution would be to put it back to unlimited uses, but prevent using it as a combat feat. This would remove the possibility of using the "hit & run" combo that is a little too powerful, while still allowing to use Jump the same way it has been used in the past.
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Post by Gando on Apr 22, 2011 18:54:12 GMT -5
Yes I dislike the Hit & Run tactic anyway. I never quite understood why it was a combat feat to begin with.
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