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  #191  
Old 06-21-2019, 03:12 PM
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Perhaps just make healthstone healing an aura effect in a small range? Since auras exist in the game now, I think that it would make a lot of sense.

Though, I don't know how you feel about people being able to easily heal while in combat. If that's a problem, then it might be fair to give Healthstones a 'Shared Life' type effect, so that they have a pool of health to distribute to nearby allies that has to regenerate over time. That would be a very elegant solution imho. But, that's just one solution. *shrug*
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  #192  
Old 06-24-2019, 07:28 AM
Throwback Throwback is offline
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Can we have a 2nd skill bar?

I have a minstrel (4 auras I think?) crossed with fire mage (fire shield & fire elemental) and I've just picked up raise skeleton and another useful skill. Add in health and mana and I'm already using more slots than I have.

Also, I *hate* that I can't rebind the 1 key. Please let me.
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  #193  
Old 06-24-2019, 02:02 PM
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Quote:
Originally Posted by Throwback View Post
Also, I *hate* that I can't rebind the 1 key. Please let me.
You actually can, it's just limited to attacks if I remember correctly.
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  #194  
Old 06-24-2019, 05:57 PM
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Hmmm, so it is. It seems like a very strange restriction, but I'll work with it.
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  #195  
Old 06-27-2019, 02:45 AM
Throwback Throwback is offline
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Requests:

- the ability to suppress known skills for the next levelup, with a money cost or refundable skill point cost (i.e. how mutations work). The skill screen gets ridiculously cluttered.

- alternative skill fix: Maximum limit on the number of skills known on each of the three skill pages. Once you hit the limit, you don't get the extra Class skill every time you mutate and can't learn new Class skills via random mutation.

- put NPC companions and summons in the same 'group' for spells & items. Minstrel class, as far as I can tell, suffers hugely by only having 1 NPC that can travel with them. You can mix with necromancer but a bunch of skills & effects don't work for both a town NPC and a summon. This might be premature because I don't have all the classes unlocked yet.
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  #196  
Old 06-27-2019, 06:35 PM
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Quote:
Originally Posted by Throwback View Post
- put NPC companions and summons in the same 'group' for spells & items. Minstrel class, as far as I can tell, suffers hugely by only having 1 NPC that can travel with them. You can mix with necromancer but a bunch of skills & effects don't work for both a town NPC and a summon. This might be premature because I don't have all the classes unlocked yet.
What skills are not working as you would expect?
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  #197  
Old 06-28-2019, 03:33 AM
Throwback Throwback is offline
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Quote:
Originally Posted by Shadow View Post
What skills are not working as you would expect?
Not that they aren't working as I would expect, but that without 2 followers I don't feel like they give enough power. I still have quite a few classes to unlock though so I might be missing a good summon.

The skills I was thinking of that I was disappointed by were the necromancy minion buff, and the item buff that gives +damage to minions (rather than allies), combined with a general sense that the minstrel's buffs don't seem very good without a large number of targets to affect. I'm very aware that I don't have the same overview of the game as you so I'm really only putting it forward as a suggestion for your knowledgeable consideration.

The same caveat goes for my suggestion about limiting the number of possible skills on the skills page - as I gain experience I'm realising I might like to fill quite a number of those slots with cheap passives.

So yeah, thoughts only without the omniscient perspective you have of the game.
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  #198  
Old 07-03-2019, 08:34 PM
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The duel scenario almost never spawns a monster to kill in level 0-2 zones after you run it a few times and kill the monster.
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  #199  
Old 07-04-2019, 09:04 PM
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I also emailed a consistent crash that I get in the game involving Sven's Silver Ring.
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  #200  
Old 07-05-2019, 11:04 AM
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I did a level 91 character with hardcore permanent before dying. It was very challenging. And, it was fun at least up until level 80, when the leveling became very slow.

I probably won't do another permanent run. The fact that you can't remove mutations makes it nearly impossible to get passives since the invisible linkage between 'total passives, skills and mutations' gets flooded with useless mutations. This ultimately just makes it very hard to scale your health. I'd definitely like to see mutation count not influence your passive count in any way.

I theorycrafted that maybe when you level up you can mutate your character to potentially get passives of your choice before a mutation spawns from mutation leveling... but trying to figure out all those mechanics doesn't appeal to me.

I acquired Lucky + Shared Life, which kept me alive for almost everything. As long as you don't get bursted with a bunch of hits instantly, you can't die. But, too many hits in a burst kills you.

Gaeous form was nice until doing the real hard content, when 75% mititation on 20k+ hits is still 5k (I had 5k health). I never thought Gaseous Form would be useless, lol. Though, I guess the real problem was the you can only get 75% mitigation. If you could hit 95%, that would make things more reasonable. (5% of 20k is 1k, which while high, would be way more manageable (20%) of my hp).

In the end, I went into level 200 zones and basically suicided by entering a clan and tanking a lot of damage at once. I was too bored to play seriously at that point, lol.

Last comment is that Quills mutation is cancer. It's probably worth rerolling your character if you ever get that before level 80, considering how much of an impact it will have on your run. I got it at like level 30, and really should have rerolled.

Uh, other last notes. Forked mutation is insane on projectiles (like Fiery Blast). Last Man Standing and then trading clans for information on other clans is overpowered for getting gold. And, that's all for now. gg.

edit: It would also be nice if character export stated the difficulty mods you chose too. ^^

SG
Level 91 Summoner / Sorcerer / Dark Templar (Mutated level 172) (Din's Legend)
Stats

Health: 0 / 2332
Mana: 0 / 1
Mutation Points: 228

Attack: 1168
Defense: 680
Armor: 1714

Damage: 149 - 356
DPS: 191.3

Money: 20GP 93SP 26CP

Attributes

Strength: 294
Dexterity: 32
Vitality: 226
Intelligence: 36
Spirit: 5

Points Left: 0

Resistances

Fire Resistance: 582
Cold Resistance: 341
Poison & Acid Resistance: 217
Lightning Resistance: 93
Magic Resistance: 6
Zombie Resistance: 5

Skills

Elemental Harmony lvl 3
Mutation: Shared Life lvl 1
Strength of Stone and Unholy Vitality lvl 7
Fire Resistance (Protection) and Focus: Absorb Damage lvl 5
Enduring Dark Ritual lvl 18
Gaseous Form and Barkskin lvl 21
Forking Fiery Blast of Best Friend lvl 6
Minion Tactics lvl 15
Quick Poison Resistance (Protection) and Focus: Deal Damage lvl 5
Efficient Provoke Minions of Endurance lvl 28
Lightning Resistance (Protection) and Possession lvl 5
Hardiness (Blessing) and Channeling lvl 5
Prayer and Enchanted Blades lvl 12
Quick Summon Scree of Defense lvl 43
Mutation: Mana Shield lvl 1
Enduring Blade of Darkness lvl 3
Plate Armor lvl 3
Efficient Unholy Vitality lvl 11
Mutation: Quills lvl 1
Mutation: Fleet of Foot lvl 1
Mutation: Dark Elf Killer lvl 1
Mutation: Alchemist lvl 1
Mutation: Fire Imbued lvl 1
Diseasing Hell Storm of Nature's Revenge lvl 4
Mutation: Lucky lvl 1
Mutation: Scholar lvl 1
Mutation: Precognition lvl 1
Mutation: Super Strong lvl 1
Mutation: Hemophilia lvl 1
Sprint and Prayer lvl 10
Mutation: Blood Magic lvl 1
Inspire Greatness lvl 9
lvl 1
Quick Teleport lvl 3
Mutation: Vampire lvl 1
Mutation: Tempest lvl 1
Mutation: Telekinesis lvl 1
Mutation: Orc Killer lvl 1
Magic Shield and Concentration: Speed lvl 10
Mutation: Spider Killer lvl 1
Mutation: Charged lvl 1
Mutation: Imp Killer lvl 1

Equipment

Excellent Mithril Scale Helmet of Exploits
Type: Helmet
Rarity: Common Basic Type: Mail

Durability 117 / 125
211 armor

+183.7% Combat Experience

+3% armor

Requires 287 Strength
Requires armor skill: Mail
Sell value: 1SP 87CP
Retail value: 77SP 61CP

Necklace Sadistic Minion
Type: Necklace
Rarity: Common

+208.2% Minion Damage

Requires level 82
Sell value: 1SP 81CP
Retail value: 8SP 60CP

Stonepauldron
Type: Shoulders
Rarity: Very Rare Basic Type: Plate

Durability 71 / 103
179 armor

+93 Fire Resistance

+25 Cold Resistance

+107 Poison & Acid Resistance

+25 Lightning Resistance

+202.9% Combat Experience

+10% armor

Requires 362 Strength
(have 294)
Requires armor skill: Plate
Sell value: 8SP 67CP
Retail value: 4GP 10SP 92CP

Demonwrap
Type: Back
Rarity: Very Rare Basic Type: Cape

Durability 58 / 70
69 armor

+54 Defense

+118.1% Minion Armor

+125.1% Minion Damage

+10% armor

Passive skill: Level 17 Shield Mastery
Shield Mastery - Level 17

When using a shield, you receive a defense bonus.

Passive skill

Requires: Shield

+85% Defense

Requires level 65
Requires skill: Cape
Sell value: 1SP 24CP
Retail value: 54SP 37CP

Krakenbracers
Type: Bracers
Rarity: Rare Basic Type: Mail

Durability 26 / 88
Can't be repaired

297 armor

Crystal: +25% armor bonus, can't be repaired

+172.3% Combat Experience

+297% armor

Requires 271 Strength
Requires armor skill: Mail
Sell value: 2SP 66CP
Retail value: 41SP 18CP

Duskclaw
Type: Gloves
Rarity: Rare Basic Type: Mail

Durability 79 / 90
132 armor

+90 Fire Resistance

+39 Light Intensity

+197.2% Minion Damage

+8% armor

Requires 245 Strength
Requires armor skill: Mail
Sell value: 2SP 98CP
Retail value: 1GP 27SP 22CP

Havocrope
Type: Belt
Rarity: Rare Basic Type: Plate

Durability 37 / 87
73 armor

+352 Attack

+101.7% Heal

+191.4% Minion Damage

+8% armor

Requires 329 Strength
(have 294)
Requires armor skill: Plate
Sell value: 1SP 66CP
Retail value: 43SP 67CP

Blightchausses
Type: Greaves
Rarity: Very Rare Basic Type: Plate

Durability 66 / 78
171 armor

+27 Dexterity

+69 Cold Resistance

+212.1% Combat Experience

+184.0% Minion Armor

+10% armor

Requires 367 Strength
(have 294)
Requires armor skill: Plate
Sell value: 4SP 65CP
Retail value: 2GP 1SP 78CP

Sinisterstance
Type: Boots
Rarity: Rare Basic Type: Mail

Durability 92 / 96
184 armor

+77 Fire Resistance

+93 Cold Resistance

+211.3% Combat Experience

+8% armor

Requires 271 Strength
Requires armor skill: Mail
Sell value: 6SP 63CP
Retail value: 2GP 70SP 97CP

Pinpoint Ring of Enchanting
Type: Ring
Rarity: Uncommon

+233 Attack

-35.7% Cast Time

Requires level 47
Sell value: 3SP 7CP
Retail value: 18SP 43CP

Soulringlet
Type: Ring
Rarity: Very Rare

+35 Maximum Mana

+52% Find Extra Money

+22.1% Lightning Damage

+56.6% Minion Damage

Requires level 17
Sell value: 1SP 78CP
Retail value: 8SP 42CP

Brimstone
Type: Jewelry
Rarity: Artifact

+64 Max Health

+96 Fire Resistance

+93.2% Minion Max Health

+88.7% Minion Damage

9.6% chance to cast level 13 Hell Storm when hit
Hell Storm - Level 13

Creates a storm of hellfire.

+13% Spell Damage (Passive)
+39% Fire Damage (Passive)
44 - 121 Fire damage
Time: 0.56 seconds
Reuse time: 5 seconds
16.5 damage per second

Requires level 47
Sell value: 9SP 54CP
Retail value: 3GP 81SP 69CP

Brimstone
Type: Jewelry
Rarity: Elite

+69 Max Health

+48 Fire Resistance

+109.7% Minion Max Health

+88.4% Minion Damage

8.1% chance to cast level 11 Hell Storm when hit
Hell Storm - Level 11

Creates a storm of hellfire.

+11% Spell Damage (Passive)
+33% Fire Damage (Passive)
38 - 104 Fire damage
Time: 0.56 seconds
Reuse time: 5 seconds
14.2 damage per second

Requires level 47
Sell value: 5SP 73CP
Retail value: 2GP 29SP 24CP

Ruby Mithril Double Flail of Exploits
Type: One-Handed Weapon
Rarity: Uncommon Basic Type: Mace

Durability 40 / 81
48 to 113 Damage Speed 1.32
61.0 damage per second

+77 Fire Resistance

1.0% chance of Crushing Blow

+188.9% Combat Experience

+5% damage

Requires 384 Strength
(have 294)
Requires weapon skill: Mace
Sell value: 2SP 42CP
Retail value: 1GP 29SP 95CP

Boneprotector
Type: Shield
Rarity: Rare Basic Type: Shield

Durability 80 / 81
383 defense

+24 Fire Resistance

+24 Cold Resistance

+24 Poison & Acid Resistance

+24 Lightning Resistance

+186.3% Minion Damage

Requires 265 Strength
Level and attribute requirements 10.0% lower
Requires skill: Shield
Sell value: 3SP 1CP
Retail value: 1GP 21SP 36CP


Fun stats

Kills: 9114
Deaths: 1
Kills Per Death: 9114

Gold Found: 32GP 36SP 97CP
Time Played: 7h 17m 17s
Max Damage Dealt: 880
Max Damage Taken: 3794
Max Damage Dealt At Once: 1684
Max Health Healed: 2879
Best Trap Disarmed: lvl 100

Equipment Worth: 21GP 25SP 41CP
Inventory Worth: 138GP 72SP 29CP
Quests Solved: 149
Secrets Found: 67

Strongest Monster Defeated: Pixie Big Sister (Lvl 175)
Toughest Battle Won: Valta Avatar (Lvl 103) at Lvl 74
Strongest Monster Killed By: Huge Mamba Naga Priest of Bulk (Lvl 170)
Weakest Monster Killed By: Huge Mamba Naga Priest of Bulk (Lvl 170)

Scenarios Won: 14
Scenarios Lost: 2
Areas Abandoned: 198
Clans Destroyed: 98

Din's Legacy / Soldak Entertainment

Last edited by Destro* : 07-05-2019 at 12:38 PM.
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