#211
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Personally, I prefer focusing on a few skills as possible. I just hit level 100 with a second character, and as opposed to the first one, this one is highly focused on melee offense. With 20,000+ DPS and guaranteed crushing criticals, he does not have to overemphasize defense... he only spent 1/6 of his skill points on defensive skills, as opposed to the first character, who used 4/5 of her skill points on them.
But basically, all points are spread in six skills - two weapon skills, two damage buffs, one melee attack, and one defense buff. He hits in a AoE for 30,000 damage against level 100 monsters with average armor. Only highly armored bosses may require a second swing. I'll make a longer post, once I have taken some screenshots... unless of course, he dies meanwhile.
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No good deed goes unpunished... Last edited by Tuidjy : 04-19-2016 at 03:33 PM. |
#212
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I would love to do this, but I I need high defence to trigger blocks/parries in order for riposte to become available.
I could possibly skip shield bash and I could definitely skip Engrage as it is currently. I think everything else is fairly efficient though. All of my skills beyond the 5 main ones are 1 or 2-point wonders. Last edited by Throwback : 04-19-2016 at 06:12 PM. |
#213
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Just gonna give my 2 cents real quick on triple hybrids being added to the game at default. The only way I can see that working is if the other classes all got a fourth skill tree to still be better. That would be tricky to figure out what to add, I myself have had struggles making my own personal classes and trying to plan out balanced skills that make sense for just one tree, let alone three of them. I think it would be easier to just slightly buff the base values for damage increases per strength and such only for the hybrid classes. That way, they are a bit stronger and more stable to play with, but still lack a third skill tree and thus have limits to their potential.
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#214
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I really like the idea of triple hybrids, but to maintain balance a triple hybrid character should have a "tragic flaw" as well, randomly selected at the point of character creation. These should be very harsh disadvantages, like "missing one arm" or "faints at sight of own blood" or "a bit stupid" (lower skill point acquisition, not just XP penalty!), etc.
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#215
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On a separate note, I feel that the skill trees are not reaching their full potential in this game. Basically they are still the Din's Curse skill trees, which are focused almost entirely on combat. But Zombasite is more multidimensional that DC, meant to incorporate diplomacy, town management and a somewhat more sophisticated quest system. Accordingly there should be skills that relate to these aspects of the game. Skills that improve diplomatic relations, improve food, slow down the zombie threat bar or the pace of nemesis activity, improve town defences, etc etc. How about abilities that automatically inflict damage on any bad guys in your town? Or that improve happiness / decrease insanity / detect infections in your townspeople / improve expeditions etc etc!
Some of these could be tacked on to existing skills, others could be entirely new skills. |
#216
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Can you make it so that equipped weapons & armour can be upgraded Shadow?
I just recycled my best belt by accident because I had to remove it to put a socket in it. Totally my fault, but at least I can't destroy stuff that I'm wearing. Last edited by Throwback : 04-27-2016 at 09:02 AM. |
#217
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After cycling through a lot of members on my clans, I actually now tend to forget how many people craft potions, empty bottles, armors, etc.
Is it possible to add details about it perhaps under Advanced Clan Stats? For example, an additional line may read... Code:
Jobs Jewelers: 2 Weaponsmiths: 1 Beastmasters: 1 Quartermasters: 1 |
#218
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I am overjoyed by how much this game evolving so quickly. Stuff like bounty hunters and new clans being started mid-game? More expeditions being added?
I'm about to get to playing this more again, but the one thing I think could be done to help the UI, is having an option, or outright disabling the need of identifying items. I know this would essential remove some NPC skills that help with identifying. I didn't have this stance at first, but this ain't just a ARPG game, and becoming even less so after each update (but then, that's also the reason why I love this game!) For example, I like "identifying" in hardcore rougelikes, when there is the obvious risk of equipping a negative value item that can't be unequiped, then you have to gameplan a way to survive until you get that much needed uncurse scroll. But I don't think it's crucial for this game, especially with all the other stuff going on (zombie infections for instance..) And one other suggestion to this regard, that could fix many interface problems. Now..... I also love how in Zombasite, you can go through tough up and downs, even lose multiple clan members at once in some battles, and still have a chance to get back up and win out in the end. Now it was mentioned before, but having an item junk yard of item drops can be overwelming for players and may force them to just quit and give up (though renegade drops have been reduced, so that helps). So along with having items all pre-identified, having their properties show up from the start... Now, this maybe a big feature and huge undertaking to ask of Shadow at this point in development, but having an item's properties popup when you mouse over them on the ground (maybe not during combat or with enemys nearby) would be massively helpful! |
#219
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I just pick everything up, period, and pay for identification, because it becomes very cheap with the right clan members. I need more crafting ingredients than I ever get, even with three transmuters in the clan.
I was actually hoping for a new type of expedition "collect all the items and transmute them", which would come very handy, IF it could target a recently destroyed clan seat. As incing on the cake, you could get set items and better dropped by the crafting board, instead of transmuted. Or even better, the members of the expedition could offer the items for equipping, before they transmute them. It would come really handy at high levels, where genociding a clan leaves literally hundred of items lying around the deserted town.
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No good deed goes unpunished... |
#220
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Quote:
Quote:
Though, I would actually like have some of these items for fellow clan members, considering that the most common raw materials are for just maintaining my own equipment. Maybe I haven't paid enough attention, but does a clan NPC actually have to use the raw materials listed at the crafting station to maintain their equipment? I always assumed they just magically kept them maintained.. |
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