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#11
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![]() At least some of the complaints (cave-ins, monster dps) sounds like you aren't sinking enough points into vitality. When I was first starting out, I tried putting most of my points into strength/dex (to equip better items w/o using potions) or int/spirit (to have unlimited mana). And got hammered. The game has pretty good balance, in that some strategy has to be used for the unglamorous skills like vitality, armor, and resistance.
Cave-ins and monster swarms pissed me off at first ![]() (Closely followed by the Daffy Duck saying: "I may be a coward, but I'm a greedy coward." ![]() |
#12
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![]() I wanted to clarify that I, too, am in favor of creatures ability to dodge/evade/deflect/etc.
I also wanted to say that I believe a revamp of the items should be done as well. To often you will have a legendary item....a freaking legendary item!....and you are like " I feel like I should equip this item...I mean it is legendary....but...I can't because this somewhat rare item is just waaaay better".Maybe just make these items drop less often, and then make them a lot better. |
#13
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![]() Levelling - Why would you not want it to get harder? I don't see the problem, even if it's a bit spiky at times, that's not a bad thing.
Cave-In's - These have been nerfed so many times in the past, they should be left as they are. You'll learn in time to listen and then run like hell. I manage to evade cave ins without too much hassle. Unbalanced Items/Drops - I think it'd be easier to suggest a better balancing system for this if we knew how the system generates them. Mana-Steal Monsters - So you're asking for the game to be really easy? Intelligence Stat/Spirit Stat -Stats depend entirely on the class(es) you choose. usually at least one of them is unnecessary, usually the spirit stat, because that's most confined to the faith based classes. Wizards DPS Skill (or lack thereof) - Dud, if anything magic users need to be bought in line with fighters. You can clear rooms SO fast with magic spraying, but it's not nearly that easy with combat. |
#14
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![]() Yeah I definitely agree with you here, this is another change/improvement I'd like to see in a future patch. I've seen videos of other players running around blasting everything around them with novas without any real fear of reprisal...
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#15
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![]() Yet another set of comments
Strange Leveling/Tier Progression: when I first started playing, I did notice a difficulty peak around levels 15-25, which decreases after that, then becoming more difficult again after level 70 or so. Now being a grizzled veteran player, I found that using vendors and gamblers more aggressively early helps get better items more quickly, helping to overcome this early peak. Cave-Ins: I play mostly hardcore, and sometimes need to play with the sound off, so I got used to watching for those little puffs of smoke that signal a cave-in, and getting away with little or no damage. My level 51 and 33 HC characters are still around because of it. Suicidal NPC/Escorts: For escort quests, after spotting the NPC, you can clear the path to his destination, then go back and accept the escort. You'll almost never fail an escort quest this way. Rescue quests are different. Sometimes they die before you get there, or are down to a sliver of health and are surrounded by monsters. Not much can be done there, but if you see an NPC has a fighting chance, you can give him food and/or a health pot giving you extra time to clear his monsters away. Not foolproof, but does increase your chance for success. Money Drops: I sort of like the multiple cash drops. I think dead leprechauns use them as a revenge mechanism, since I was killed once by a monster that trailed behind leprechauns that I didn't see due to the large number of cash piles on the ground. Mana-Steal Monsters: one of the enjoyable things about this game is the uniqueness of the monsters, and part of the fun is figuring out how to deal with each one. Yes dark elf mages suck if you're a mana user, but not so much if you're not. Being attacked by a pack of amorphs sucks if you're a melee character, and not so much if you're a mana user with AOE. |
#16
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![]() Quote:
I have my own thoughts/concerns about how the stats scale up (or don't), but that's a little off the cave-in portion of the topic. |
#17
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![]() I agree that a better balancing must be met - but that wasn't my concern. My concern is a lack of that a stat-based passive DPS skill for Wizards, which I think would help bring them more in line with the rest of the classes (that along with some re-balancing)
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#18
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![]() Quote:
I do agree that the difficulty seems to be evening out a little better as I progress past 35 or so, but that could simply be because I'm finding better drops - which, as I describe above, is not the answer to an issue like this. Quote:
Quote:
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#19
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![]() Quote:
I've had a healthstone located at a chokepoint in the corridor. Could not fit around it. Needed to hack it away to get to the half of the dungeon with the stairs down. |
#20
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![]() Quote:
Mounting bad mechanics on top of bad mechanics is not a solution. How about just not having the healthstones located in a chokepoint? Many other ARPG's have force-attack buttons/toggles - why not implement this? |
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