#411
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#412
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#413
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Also, a visiting smith with repair finally (!) came to my town. It was the most welcome sight ever. How long do visiting smiths stay in the town? Do you happen to know? |
#414
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#415
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Alright then, I will untrain my current resistances and install the patch so I am playing from 0 mastery. I'll also start looking for resistance items.
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#416
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I foresee at least three problems with the "resistance = mastery" idea:
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#417
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Also, magic spells aren't going to be as strong as they are now once I balance them, so the boost will be welcome. Quote:
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Here are the other possible ideas I've had regarding this mechanic. Feel free to think of more stuff: 1. Fire mages gain mastery from fire resistance as they do now, and lose mastery from cold resistance. This seems cool because it makes things a little more complicated, and also it nullifies the advantage of getting SPR (which gives you fire AND cold). The downside I thought of is that it'll cause people to really get only one kind of resistance bonus in their equipment, instead of possibly splitting among several resistances. 2. Fire mages gain mastery as they do now, and they also have a fire mastery spell that gives them extra resistance and therefore extra mastery. This was a problem because it would take away the need to have resistance from equipment. [UPDATE] 3. There's a mastery skill like there used to be, as well as a mastery skill that depends on items. Using the mastery skill subtracts resistance, making the two mutually exclusive. Finally, there's a problem with this whole mechanic because fire skills outside the fire mage tree will have to scale differently as compared to fire mage skills. This means that I might have to remove the effect of mastery on skills outside the fire mage tree. EDIT: this is a problem with masteries in general actually. The question is, is it more fun to have mages seek out equipment, or should I just go back to the old skill-based way of doing masteries? That's what I'm hoping to answer over the next couple of versions. Last edited by Bluddy : 02-16-2012 at 10:42 AM. |
#418
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Version 0.78 is up.
This is a minor patch containing balance tweaks mostly concerning the latest switch to using resistances as masteries. I've worked out what I hope are most of the kinks. Let me know if I've missed anything. At the same time, I realize that to test this thing properly, the magic spells need to be reduced in power to match the HP of the monsters better. Unfortunately this will take me a while to do |
#419
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My Ice Mage / Ice Mage is up to level 11 now, and I've been extremely lacking in mana. I've put every point in Intelligence, but I can't even spam Arctic Shard for long. The worst part is having to wait around between battles for my mana to regenerate. Maybe you can increase regen when not in combat? I think the current state of mana is perfect for non-pure-mage classes, but as a pure mage my only offensive option is spamming spells, which I can't do with such low mana regen. I'm sure that it won't be a problem at higher levels, once I find mana regen gear and invest in Concentration, but it's been a problem throughout the game so far and probably will be up until around level 20.
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#420
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