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  #331  
Old 03-31-2017, 07:09 AM
Throwback Throwback is offline
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While I do agree this game needs more balancing, I have also seen shield bash stun decay slowed, Gut damage increased, and a whole bunch of passive bonuses added to the skills in the defender tree. So I have faith that my feedback does matter to some extent.

At level 52 my build is not overpowered at all, but it is viable. If it stops being viable then I will give more feedback.

I do plan to play a different class to compare power levels at some point.
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  #332  
Old 03-31-2017, 07:45 AM
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I can't wait to read your thoughts on other classes in the future and talk about how they compare to your current build.

The fact that you are actually able to play Riposte is truly incredible to me. I can't wait to hear about your level 100 achievement. And, I really want to know your time played haha.
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  #333  
Old 03-31-2017, 10:44 AM
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It sounds like the Riposte stun could use some kind of inflation bonus so that it keeps up a little better.
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  #334  
Old 03-31-2017, 05:40 PM
Throwback Throwback is offline
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While I think the stun on riposte could use an inflation bonus, I think you need to be clever about it.

If riposte is simply meant to be a support skill (which I'm on the fence about, since a 3s cooldown isn't particularly high), the inflation bonus needs to be very high - that's easy.

If riposte is meant to be a main skill, there are a few ways to go about it. Either give it a medium inflation bonus and leave it, or (and this is what I would prefer), give it a small inflation bonus and buff some of the other skills associated with a riposte build - ie defensive skills. The Blocking and Parry skills give the same amount of defense as the sword mastery skill, which doesn't make any sense. If the 'growth rate' of these skills were significantly buffed, I wouldn't need so many points in them to have a good block chance (which is necessary for a riposte build), and I would either have slightly more points to put into riposte, or trigger riposte more often.

Last, I use riposte more for the high crit chance than the stun. The stun doesn't seem particularly relevant to the skill, particularly since it is used by characters who are extremely resilient to being attacked in the first place - why would I need something stunned? It wouldn't bother me at all if it was removed entirely in return for some buffs to other skills used in riposte builds (again, assuming it's intended to be a main skill).

Last edited by Throwback : 03-31-2017 at 05:44 PM.
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  #335  
Old 04-04-2017, 11:27 PM
Throwback Throwback is offline
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I have just realised that block + parry + deflection etc does *not* equal your total defence score. Given that realisation, I am again going to have to re-evaluate the balance of my defender build while I transfer most of my skills out of the shield skill (can't recall name) and into sword mastery/blocking/parry.
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  #336  
Old 04-22-2017, 06:42 AM
Notorious Notorious is offline
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Still playing Zombasite a lot, and I have a few more questions
1. Why do my party members keep attacking my statue in town as if it was an enemy? They don't stop until it is destroyed.
2. If I raid a clan that is already being raided, and I destroy it by killing the last clan member or the healthstone, the game says that the other clan in the raid destroyed it, and I don't get any food. Is this deliberate?
3. When you get a diplomatic win, by allying with some clans and destroying the last non-allied clan, the "you have won" message box appears at the same time and place as the "quest failed" message box for any oustanding quests for the destroyed clan. Can you take away the "quest failed" box or delay it? It looks sloppy right now.
4. Why do you fail some quests (delivery) when you die? You don't fail all the others so this seems to be an odd exception.
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  #337  
Old 04-22-2017, 12:55 PM
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@Notorious

Still playing Zombasite a lot, and I have a few more questions

1. Why do my party members keep attacking my statue in town as if it was an enemy? They don't stop until it is destroyed.

Old bug

2. If I raid a clan that is already being raided, and I destroy it by killing the last clan member or the healthstone, the game says that the other clan in the raid destroyed it, and I don't get any food. Is this deliberate?

I think it calculates based on who contributes the most. And the intent is so that you can't take the killing blow on the last person of a raid to get all of the food. As to how this is calculated, I don't know.

[...]

4. Why do you fail some quests (delivery) when you die? You don't fail all the others so this seems to be an odd exception.

Imagine that your delivery got stolen when you died. ;0
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  #338  
Old 04-22-2017, 08:39 PM
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- There is a bug where unique+ summoned monsters don't count towards one's summon limit. (Of course, discovered through modding).

http://imgur.com/a/NChEZ

- Add Ctrl+click or (ctrl+shift+click, something) to assign stats 5 at a time. (I'm just remaining optimistic on this one.)

- Consider adding non-interactable chest objects into towns for aesthetics. I think it turned out REALLY nice in my mod when I had spawn chance cranked up to 1.0 with 1 min/max chest per block. The dead bodies, random chests, etc. were a nice touch. For example, I could see Heart of Gold having a few golden chests scattered about near their relic alters. Would be very thematic and cool, while eviserators would have dead bodies scattered around outside of town. Just random feedback. ;o

All low priority, but figured I'd throw out there. (The unique summon fix would be really nice but I can work around it I suppose. :>)
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  #339  
Old 04-24-2017, 09:26 AM
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Quote:
Originally Posted by Notorious View Post
1. Why do my party members keep attacking my statue in town as if it was an enemy? They don't stop until it is destroyed.
When some monsters & NPCs can't find a path to their destination they will destroy objects that are in the way. Usually this is things like crates and doors but it applies to the statues also.
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  #340  
Old 04-25-2017, 12:09 AM
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Found a couple more bugs related to crafting.

Orbs of fortune and dust of destiny don't account for item level on use for relics. This is reminiscent of arcane essence not working.

Also, if an item has maximum crafting level, you can continue to use grindstones/armorstones (respectively) even though they will have no effect.

Finally, I'm not sure if it's intentional, but it seems impossible to get set+ item rarities from dust of destiny. It could be the case that I'm just extremely lucky though.

Also, unrelated, I am settling on click macro level up stats while doing my testing. MAKIN DUE AND GETTIN BY!

edit: One last bug. This one has been bothering me for a while and I'm really not sure what is causing it.

Relics will 'eventually' bug out and lose their name, icon, price, etc. It's like all of their data, except their mods, is wiped. It triggers when I leave a world and go to another, so it's possible to play around. Just have to be conscious of it.

I speculate that it has to do with my relics being able to have more than than the normal amount of mods for their rarity. But, I'm not sure. Even trying to replicate this issue is difficult. It can happen on common/uncommon/rare/very rare relics seemingly at random. Here is a picture of all of my relics (except one) getting wiped: http://imgur.com/a/nlAfA

Once wiped, I can't place it into my relic tower. I can take them out but not put them in 'because it says I can only place relics'. And, last, bonuses are still granted to me from the relics inside of the pedestals. I will try to get more details.. but just wanted to mention this in case anybody has any ideas :>

edit 2: Actually fixed the relic bug. Removed my lines in an attempt to get level 200+ relics and items to drop. Hehe.

Last edited by Destro* : 04-25-2017 at 11:28 PM.
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