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#21
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![]() OK good point. Maybe hardcore mode should be given 2 bags to begin with. It's hard enough as it is.
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There has to be some inventory limit -- weight limits would have been just as 'bad' if not worse than the current system, and I think a random limit that's based on exploration/luck is more enjoyable or just as good as having restrictions by strength or some other criteria. Again though, I agree hardcore characters need to be given more inventory space to begin with. Quote:
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#22
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#23
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![]() I haven't changed bag drop rates in ages.
Knowing which skills people feel are useless would be extremely helpful. The quality food was a way to add more steps but was also a way to add more food without screwing up every food item's level in the game. For example if I added more at the high level and rearranged the levels, everyone would end up with food that is worth less than what they paid for it. BTW, all item prices have inflation. It's not something special for food or potions.
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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 |
#24
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![]() Inferno for demonologist. Its 1 damage per second per level becomes useless after lvl 10. Most enemies have fire resistance to stop that really early on. Would it be possible to make that damage 1 or 2% damage per level that is based off the damage of your weapon but is fire damage still.
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#25
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![]() riposte? at the very least it seems worthless, but perhaps it's too transparent/quick for me to see it at work?
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#26
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![]() Actually riposte is almost too good as it is. You get 50% damage bonus and 40% crit bonus at level 1, and it goes up by that amount every level. If you calculate that out that is-800% critical chance and 1000% bonus damage at lvl 20. Thats the highest damage attack in the game. The only downside is you have to be defensive and get a lot of parries and blocks. Its one of those attacks that when it hits, the opponent is usually in pieces.
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#27
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![]() thanks. i'm going to have to take a look later and see what my parry skills are up to (generally use two handed weapons on a vanilla warrior build) because i don't seem to parry that often.
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#28
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![]() Quote:
Paladin Shield Bash- just an underpowered skill across the board Zeal- not worth 6 pts. Paladins need more in general I believe, Din's Additionals has some great stuff- though some of it is OP in my eyes. Healer Cure Poison- needs to be linked to a Cure Fire like in Din's additions, maybe even a Cure Acid. Holy Shield - useful, but needs to be stronger or have longer effective time or less recharge time with level. This is a general problem with your skills. Shaman- Champion- recharge time too long I'd say Shamans need more skills also. Warrior- Weaponmaster Power Strike- skill isn't bad, but Perfect Strike is better for a higher mana cost, which is negligible, so it's underpowered in that sense. Maybe if you used devastating blow more, which I don't use, but can see a reason to use. Gladiator Cleave- the damage malus needs to go. Savage Strike- unsure it's worth 6 points Defender Shield Bash- see Paladin Revenge- seems too situational with too short a time to use. Maybe the skill should be automatic? Retaliation- not worth 8 points. Rogue- Thief Caltrops- too much cooldown time, maybe cut it by level some? Concentration Skills- too much cooldown time here also Trickster Sleight of Hand- does anyone use this? Feint- not worth 6 points, effect doesn't last long enough? Assassin Spot Vulnerability- too expensive Critical Strike- should be automatic perhaps? Will post part 2 now. |
#29
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![]() Fire Mage
Flame Blade- time should increase with level up to recharge time. 5secs/level perhaps Ice Mage Ice Armor- less recharge time/longer effect time by level Concentration- why is this a 1pt skill for gladiators and 6pt for Ice Mages? Permafrost- this is worth 8 pts how? It's nowhere near as good as the good 8 pt skills. Magician Blinding Flash- needs a slight power up or reduction in cooldown timer Arcane Blast- should be quicker Magic Shield- needs to be stronger, or less recharge time Arcane Drain- should perhaps give the caster life and have duration increased to 10 secs? Arcane Swarm- horrible at 8pts. Needs to do vastly more damage. Archer Marked for Death- vastly overpriced at 6pts. Might be worth 1 or 2. Hunter fine Druid Mana Regen- needs to be a passive effect- not a spell, or have its effect increase by 1min/level until it reaches 5. Conjurer Curses- need either a range increase with level, or a separate skill for 2-3 pts which increases radius by 2 ft/level, capped at 7. fine, but needs an additional skill Necromancer Lich- could stand to be cheaper, or a stronger effect Sorcerer Chain Lightning- needs to work on more targets Thunderbolt - if stun is nerfed, lightning mastery should work on it Ball Lightning/Lightning Swarm- need more effectiveness Reaver Charge, Rampage- need cooldowns reduced by level Breach- needs to be cheaper 4 pt skill perhaps Warden Shield Blast- why is a 3pt skill= 1pt Shield Bash for other classes, and Shield Bash underpowered as is? Shield Sweep- for 8 pts should have a minimal recharge time Wards- should also have recharge reduce by level Demonologist Inferno- underpowered, should be a toggle (maybe have it drain mana until you turn it off) Blood Sacrifice- damage you take should go up by less per level. Maybe +1 per level, otherwise fine Blood Rage- underpowered at 6 pts. Maybe should be automatic Circles- should have reduced recharge time by level. Last edited by alstein : 02-14-2011 at 03:26 PM. |
#30
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![]() Class skills and re-balancing should probably be it's own thread.
We could keep all suggestions there and have a big discussion about this; I'd be happy to contribute.
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- Jorlen |
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