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There has to be some inventory limit -- weight limits would have been just as 'bad' if not worse than the current system, and I think a random limit that's based on exploration/luck is more enjoyable or just as good as having restrictions by strength or some other criteria. Again though, I agree hardcore characters need to be given more inventory space to begin with. Quote:
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I haven't changed bag drop rates in ages.
Knowing which skills people feel are useless would be extremely helpful. The quality food was a way to add more steps but was also a way to add more food without screwing up every food item's level in the game. For example if I added more at the high level and rearranged the levels, everyone would end up with food that is worth less than what they paid for it. Quote:
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riposte? at the very least it seems worthless, but perhaps it's too transparent/quick for me to see it at work?
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Actually riposte is almost too good as it is. You get 50% damage bonus and 40% crit bonus at level 1, and it goes up by that amount every level. If you calculate that out that is-800% critical chance and 1000% bonus damage at lvl 20. Thats the highest damage attack in the game. The only downside is you have to be defensive and get a lot of parries and blocks. Its one of those attacks that when it hits, the opponent is usually in pieces.
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thanks. i'm going to have to take a look later and see what my parry skills are up to (generally use two handed weapons on a vanilla warrior build) because i don't seem to parry that often.
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Paladin Shield Bash- just an underpowered skill across the board Zeal- not worth 6 pts. Paladins need more in general I believe, Din's Additionals has some great stuff- though some of it is OP in my eyes. Healer Cure Poison- needs to be linked to a Cure Fire like in Din's additions, maybe even a Cure Acid. Holy Shield - useful, but needs to be stronger or have longer effective time or less recharge time with level. This is a general problem with your skills. Shaman- Champion- recharge time too long I'd say Shamans need more skills also. Warrior- Weaponmaster Power Strike- skill isn't bad, but Perfect Strike is better for a higher mana cost, which is negligible, so it's underpowered in that sense. Maybe if you used devastating blow more, which I don't use, but can see a reason to use. Gladiator Cleave- the damage malus needs to go. Savage Strike- unsure it's worth 6 points Defender Shield Bash- see Paladin Revenge- seems too situational with too short a time to use. Maybe the skill should be automatic? Retaliation- not worth 8 points. Rogue- Thief Caltrops- too much cooldown time, maybe cut it by level some? Concentration Skills- too much cooldown time here also Trickster Sleight of Hand- does anyone use this? Feint- not worth 6 points, effect doesn't last long enough? Assassin Spot Vulnerability- too expensive Critical Strike- should be automatic perhaps? Will post part 2 now. |
Part 2
Fire Mage
Flame Blade- time should increase with level up to recharge time. 5secs/level perhaps Ice Mage Ice Armor- less recharge time/longer effect time by level Concentration- why is this a 1pt skill for gladiators and 6pt for Ice Mages? Permafrost- this is worth 8 pts how? It's nowhere near as good as the good 8 pt skills. Magician Blinding Flash- needs a slight power up or reduction in cooldown timer Arcane Blast- should be quicker Magic Shield- needs to be stronger, or less recharge time Arcane Drain- should perhaps give the caster life and have duration increased to 10 secs? Arcane Swarm- horrible at 8pts. Needs to do vastly more damage. Archer Marked for Death- vastly overpriced at 6pts. Might be worth 1 or 2. Hunter fine Druid Mana Regen- needs to be a passive effect- not a spell, or have its effect increase by 1min/level until it reaches 5. Conjurer Curses- need either a range increase with level, or a separate skill for 2-3 pts which increases radius by 2 ft/level, capped at 7. fine, but needs an additional skill Necromancer Lich- could stand to be cheaper, or a stronger effect Sorcerer Chain Lightning- needs to work on more targets Thunderbolt - if stun is nerfed, lightning mastery should work on it Ball Lightning/Lightning Swarm- need more effectiveness Reaver Charge, Rampage- need cooldowns reduced by level Breach- needs to be cheaper 4 pt skill perhaps Warden Shield Blast- why is a 3pt skill= 1pt Shield Bash for other classes, and Shield Bash underpowered as is? Shield Sweep- for 8 pts should have a minimal recharge time Wards- should also have recharge reduce by level Demonologist Inferno- underpowered, should be a toggle (maybe have it drain mana until you turn it off) Blood Sacrifice- damage you take should go up by less per level. Maybe +1 per level, otherwise fine Blood Rage- underpowered at 6 pts. Maybe should be automatic Circles- should have reduced recharge time by level. |
Class skills and re-balancing should probably be it's own thread.
We could keep all suggestions there and have a big discussion about this; I'd be happy to contribute. |
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