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#21
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there's your stat-based passive DPS skill: higher base crit i don't mind having to destroy healthstones etc to get past them, i just don't like how they get targeted when you're playing a ranged character when they're closer than the closest monster (using the numbers to attack, mouse to move around) setting them friendly and adding a force attack button would help, because i also end up zapping the last healthstone i used if it's nearby when i see more monsters (because it's still selected) Last edited by timeh : 08-22-2010 at 02:42 AM. |
#22
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![]() It's not usual that a thread gets this long before I even see it.
![]() LordBlackangel: Plate does have more armor than cloth by quite a bit. Swords do more damage than daggers, but the speed differences do end up making them close in dps (daggers do have a slight dps advantage). The only time money doesn't get picked up automatically is in multiplayer. Healthstones are destroyable so that they can never block your path. Figuring out that something is a choke-hold is not something that is easily solved. timeh: I'll look at healthstones getting auto targeted. Everyone needs to remember that 90% chance to hit are for average monsters that are your level. You will not hit higher level monsters as much as you % says (or monsters with better defenses than normal). I have modified the item stuff many times to make it better. I'm not completely happy with it yet though.
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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2 Patreon |
#23
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![]() it's not healthstones... i used that as a blanket term for the regen/buff obelisks
the issue is if i'm running away pressing 1 to fire arrows at monsters chasing me, i don't like it targeting barrels, webs, etc that are closer... if i played the game "properly" i probably wouldn't run into the problem (my archer doesn't have a right click move nor do i left click on mobs to attack with him) also, a way to avoid accidentally killing healthstones would be handy for when i forget to untarget them (eg force attack) |
#24
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My request would be to make it easier to complete artifact sets. ![]() |
#25
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I do agree though the curve especially at normal still needs some work. If someone wants a tough as nails experience that is what champion and legendary are for. While I don't think the standard difficulty is insane under normal circumstances I do think the standard difficulty should have a smoother curve to it. I am also in favor of more toggles that generally make the monsters more difficult for those who are currently happy with the difficulty slide. I would also recommend everyone to read Jeff Vogel's blog entry entitled "Make Your Game Easy. Then Make It Easier" from November 19, 2009. http://jeff-vogel.blogspot.com/2009/...it-easier.html If you don't like clicking forum-links you can find Vogel's blog at Spiderweb's homepage, just google spiderweb software and the blog is located at the bottom center of the homepage under quick links Quote:
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Last edited by Archon : 08-30-2010 at 04:24 AM. |
#26
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I think that's a great idea and I hope Steven implements either that or perhaps lowers the speed on the mana steal attack to be more in line with with other monster projectiles. |
#27
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It's so rare to actually have to use a strategy against an opponent in Din's Curse. |
#28
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This comes to mind because dodging an incoming attack in an ARPG such as this is all well and good when it's just you on the screen. When it's you and 3 other guys you can simply forget about it. Character view to fog-of-war ratio simply isn't vast enough and the tile-set simply isn't big enough for that sort of dancing, especially when toons have collision detection as they do in Din's Curse. I'm sure anyone who's playing co-op with others will see the logic in this. A more elegant answer would be to make all projectiles conform to the same velocity standard with an overall speed-scaling factor that's variable based on a configuration setting. I think that would please both ends of the spectrum. Now I know there are some settings for projectile speed that are changeable via modding, but I don't know if there is anything more global. Perhaps Shadow can chime in here and educate us a little bit on how the game handles monster projectiles in general... |
#29
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Sometimes there isn't a great deal of a space, but you have potions, food and skills to mitigate in these circumstance, or draw opponents into a different area if you must. I rarely get hit by projectiles simply by moving around, even in coop. All those years of Diablo 2 finally paid off, I swear ![]() |
#30
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![]() Interesting thread.
But please, please do not nerf cave-ins any more! ![]() |
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