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Showing content with the highest reputation on 11/28/2020 in all areas

  1. I can't see how this could be possible. You can set minimum requirements, but not maximum ones. EDIT: Hmm, well wait a minute. I guess if you removed the level jump, by setting it to 0, an item would stop dropping after the player outleveled it. If that worked, it could be game-changing. You could set every unique to a precise level. I just noticed you color-coded your original post for open questions. I can confirm that this statement is correct.
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  2. In this video a Niobium level Mystic Stormite High Elf encounters The White Griffin, a wielder of magic and ice damage and the ability to deactivate the buffs of its opponent. Let us see what transpires.
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  3. Let's refrain from calling things stupid please. Whether it's the base game or player mods it's not useful language to use here. Thanks.
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  4. PURE. MAGIC. DAMAGE. BUILD. Why people like to talk about things they don't know and/or don't understand? You completely don't know how special-damage set bonus works. But that's okay, because no one before me understood how it works. Maybe you know the game world, but I'm already see that your level of understanding game mechanics is a little bit higher than beginner (casual). The core players in Hach'n'Slash arpg is hardcore players. Casual players like you just finish the game and forgot it. Maybe such players will return once later to refresh memories and complete the game on silver once again, but they are not core players. Torchlight 3, Pagan Online, Wolcen, Warhammer: Chaosbane — all these games got negative or mixed reviews because nothing interesting for hardcore players. And Diablo 2, PoE and Grim Dawn are kings of the genre because hardcore players like it. And why Diablo 3 is deader than Diablo 2? Maybe because of garbage endgame for hardcore players? Did you even think a lot of players likes to play second way? Did you even think about social aspect? Players like to try different builds and looking for the best one (even if best is not exist). They like to show how good their build is and discuss various mechanics. They don't want to play the first way. I totally don't understand why casual player who prefer exploring over mechanics write such a big post in the theme of the biggest balance mod I'm not like lemons. I don't eat lemons. I'm not go to lemon's house and don't tell to lemon and it's family my opinion about them. I don't spread oranges so that people no longer eat lemons (especially if they like lemons).
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  5. It is an example of one location. But what about Valley of Tears, Hell's Ridge or Embalmed Forest? I am trying to look globally: Is it OP against most dangerous challenges? No. Is it OP against all enemies? No. Is it useful in any location? No. I think if we will make these buffs weaker then it became unattractive to level up during leveling. You can comfortably kill regular enemies with other ways. Archers mostly dangerous on initial levels. And not much enemies at all that uses spells. Maybe good solution for both opinions is change % chance of deflection. Just for example, fixed 50% (or 33% +0,1% per level). But it's not about easy values changing, need to rewrite code of deflection value progression. You forget that buffs may be used on allies. Sacred allows to play not only solo, but also in party up to 16 players. With your example you still have 85 sec cooldown at level 255 (not high cooldown reduction, but also no bonuses to these Combat Arts from items). With 85 sec cooldown it will be enough only for one ally and yourself. But most importantly is you need a good timing for buffing. If with such cooldown you want constantly use these buffs on yourself and on your ally, then you need to use it every 90 sec. If you made small delay, for example 20 sec, then for about 20 sec you got time window of not having these buffs on you and on your ally. Such hard timing is difficult and uncomfortable. For real character cooldowns would be lower, but player also may want to use it not only for one ally, right? And also player can't support hardtiming of buffs during all game session, so need some reserve of time. So, even with 25 sec cooldown (about 1k cooldown reduction) you could comfortably support these buffs only for 4 or maybe 5 players. Also don't forget that casting buffs every 25 sec on different targets would become annoying pretty fast. Our balance concept assumes the use of buffs on allies. If our concept assumed that you need choose to use buff either on yourself or on an ally, then we would made cooldowns a lot higher. We also get feedback in private format and a lot of russian feedback. If you don't see it this does not means it not exist or it small. And again this song. A lot changes already made since you tried Dwarf 2-hander: reduced bosses health, buffed some enemies of Ancaria, implemented possibilities to get proper damage types. I think currently playing Ancaria campaign on silver is extra comfortable and almost no difficulties for experienced player like me. So for usual player Ancaria campaign on silver should be interesting to play or at least comfortable. I promise you that once I will made an stream sessions with Dwarf 2-hander completing both campaigns in solo mode . But all my commentaries during stream will be in russian.
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