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#31
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![]() Guys, you know that you can use strength/dexterity potions to equip those high requirement weapons ? They won't unequip when the potion runs out.
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#32
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![]() OK then you only strengthen my point. Mana regen is high enough as it is, and maybe those items should even be nerfed. Or maybe the mana cost of the powerful spells/skills at higher levels should be raised.
Last edited by Bluddy : 02-17-2011 at 04:55 AM. |
#33
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I have heard the complaint that a warrior with a big sword has it much easier towards DC endgame than a spell-class. The h2h classes can spread their skill points around (pouring just a few levels into the skills doubles or triples your base weapon damage -- so just pick up a high DPS weapon and wade through a horde like butter, especially with whirlwind or similar), the mage classes need to pour nearly all their points into a much more narrow range of skills to survive -- i.e. the linear progression of the spells stacking can't keep up with moderate modifiers on big-weapon damages. Perhaps there needs to be staff/dagger/mace/bow(?) modifiers on skills i.e. +200% extra fire damage, +300% extra magic damage, +400% healing -- specifically to make these types of weapons more "yummy" to the spellcasting classes AND to make lugging them around at all useful (similar to the +skill items in Diablo -- sorry, I said the D word) since you're probably not using them in combat. i.e. the balance would be to make an external item helpful to the base skills of the classes. "Staff of the Ice Mage" or something. If the game already has this in it, I apologize -- having only made it to around lvl 43, I haven't seen anything like it. So either these items drop very rarely in a lvl 50 game (I've been playing 50 elite & champion) or they just aren't there. If possible, find a way to add in Poison Mastery on the Assassin or Shaman tree, I think. Last edited by Crisses : 02-17-2011 at 08:00 AM. |
#34
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![]() Another thought: Warlock's "Demon Mastery" could also apply to Demonologist "Demonic Control" & "Possession" -- making for an interesting hybrid combo. Increase the % damage of a Possessed demonologist, and the % damage of the controlled demon.
On the mastery skills -- I didn't have DC open to look at the skill tree at the time. The Mastery skills seem seriously nerfed. I was generous when I said +25%. |
#35
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![]() Just you you guys know, just because I have a low post count, doesn't mean I know nothing of the Dungeon Crawler genre. I've been playing these games since back in the haydays of the 386 computers... My posts reflect some of that experience. At the end of the day, I want what we all want - a really cool game!
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The great thing about this game is the DEV is actually listening to his players and some of the suggestions we make. We're all in this together to make this the best game it can possibly be. Quote:
Another statement that makes me believe that you don't use casters. It strenghtens my earlier comment. Mana costs seem fine, Mana regen needs to be tweaked.
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- m0stly_harmless Last edited by m0stly_harmless : 02-17-2011 at 09:47 AM. |
#36
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Regardless, we all appreciate your and everyone else's input, because as you say, we all want the game to be as good as it can be. |
#37
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![]() Forgiven. We'll spare you the 10 lashes this time. ![]() Quote:
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Before the DW addon, I was rocking it with great armour and weapons! Now, not so much. Perfect. Quote:
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That's why making a hybrid magic user/magic user is complete sillyness at the moment. They can't defend themselves worth beans and burn through mana like a fat kid on smarties. You're quite welcome and yes we do. It's nice to be a part of a great game!
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- m0stly_harmless |
#38
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#39
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![]() I still think the dex requirements for daggers is too high.
After playing around a bit more with the current patch. I think things are improved- though shamans do definitely need something. High prayer- perhaps make it percentage based, with levels reducing the recharge time, instead of a flat +hp/+mana? I think they still are in need of another skill, though part of me thinks a good idea for a 2nd expansion to Din's would be adding skills to classes. Maybe buff those resistance skills to also give a buff effect that give elemental damage to your weapon, improvable by level as well. Magitek's mod gives the healer a magic damage version of this. This is probably too much for a 2pt skill, maybe raise it to 3 or 4pts? Skills should stay linked though. for an additional skill- maybe give them another blessing that's mage-friendly, maybe have it reduce casting time. One thing that might help in figuring out what needs buffing is to see which classes people feel are strongest and weakest? |
#40
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![]() I don't use it either. It's nice (convenient but cheat-ish) when I've UNequipped something with a +STR/+DEX and it doesn't disable something I already have equipped. But I don't use pots to arm things with ridiculously higher requirements. Actually, I don't really use stat/resist pots at all. And I don't think the game mechanics should REQUIRE that you do so. There's already so many health/mana potions + food combinations that I find 1/3rd my inventory taken up with that nonsense. I've taken up a hand-me-down food pantry in my shared stash because it's not worth turning in old food/drinks/pots at the merchants. Adding in "quality" versions of food doubled the ridiculousness of this.
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