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NathyielNathyiel

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Posts posted by NathyielNathyiel

  1. Very good.

     

    As I was testing your super-unique/boss in Inferno, I start thinking as a way to built characterfor surviving the challenge. I will start in gold this weekend so I fear the challenge.

     

    I think the best strategy is to consider any character as hardcore. Any bandit in the starting zone is a deadly opponent and there's some boss that need a lot of thinking to pass without dying a few time.

     

    On attribut, stacking Vitality is obvious. Willpower should be forgotten. But the primary offensive attribut should have some point or your damage will be too low. And it end up with trouble to hit mobs.

     

    Defensive ability are very importante. choosing mod that can control (stun, slow, debuff, ...) are the difference between life and death. Defensive buff is importante. On my sorceress I have 2 buff and I plan to go for 3 buff as soon as I can.

    Immunity : It's a good change and challenge. Be prepared for it. Weapon with different jewel, spell for debuff resist, ..

     

    I want to thanks Flix a lot here. (And all of those wgo are working on d2f).

    • Like! 1
  2.  

     

    The logo represent 2 dragon head and 2 seraphin wings.

    So basically the seraphim and dragons got together to have a baby named "Dragon Mage."

     

     

    New head connon activated.

    Why not ;-)

     

    More seriously, we don't know orign of the race. But we know that Seraphin like to experiment.

  3. OK, I just test it with CM patch + D2F + inferno mod.

    It work fine. It just to be noted that the player island portal won't be unlocked in single player. I will search later if it can be done.

    How to do it safely :

    1. use JSGME
    2. create a folder in the MODS called : unlock_portal.
    3. create folders to obtain this directory : MODS/unlock_portal/scripts/server/
    4. copy questscripts.txt into this directory
    5. modify the file in the MODS directory

     

  4. Blue bubble swirling crystal? Swirling blue cristaline bubble ;-)

     

    For the cow level, I see a few possibility :

    1) in the cursed forest. I'm pretty sure there's a place with nothing quest related.

    2) near crop circle farm

    3) in one of the pumpkin field

    4) the unused place in north-east Artamark (near a lake)

    • Like! 1
  5. First, I want to say that Rakanishu super-unique is a lot of fun :starwars:

    Secondly, there's a few thinks I would propose :

    1- Glacial Spike (glacial thorns) is very powerful maybe a little too powerful. The problem is that it can be mod for stun on an attack that have a lot of chance to hit (60+ spike) and they can pierce. So it combine both big damage, Area of Effect and a way to control. So I would have prefer less thorns (45 ?) but for bigger damage, and/or give the stun to Ice Bolt (frost flare) or to Frost Nova.

    But I suppose that boss have higher chance to resist to stun in higher difficulty level.

    edit: it really on a lot of factor. Changing zone, increasing Survival bonus, etc can make this spell more wanted.

    In fact, I have like more importance to Ice bolt and Frost Nova.
    Ice bolt could benefit a increase in range as well as change already proposed. The freezing explosion should feel like a real group slow-down.
    Frost Nova is really interesting but it should be better if it have a stun mod or something like that (in place of Glacial Spike). It would make it an utility spell that lead to interesting game-play. (edit: depend on a lot of factor too)

    2- Spell animation

    Blizzard (raging nimbus) is super fun but the cloud like texture is too opaque. I know it's like in vanilla Sacred 2 but the problem was there too. With more visibility, these spell will be a lot more fun and useful.

    Shiver Armor use the same aspect change than in Vanilla. it's cool but I would like to see my armor sometimes. Why not giving it a blue bubble effect like in D2 ?

     

    3- Buff spell animation

    Buff can be the difference between life and death, especially with Inferno mod. A lot of new mob can debuff the player, removing one of them. If it's a good idea for making fight more challenging, the fact that they have long cast animation is very penalizing as re-casting it in mid-fight is in most of the time equal to death. And in the case, it's safe to reapply them, you don't really need them.

    I think that's all for Sorceress. I will test paladin next.

     

    4- Life leech attack from mob (inferno)

    I won't say they are too powerful but sometime I think it's. Having a mob just hit you for like 50% HP, at range, is really not fun. I will detail in my testing if I found it really too powerful. (test in progress)

  6.  

    I think a balance check need to be done on the new both (normal & inferno mod) as some are: unkillable and/or too power.

    It really depend on class, level/diificulty And gear. My HE is a patchwork of blue to green gear with no set bonus. Bad drop is bad

    Make a list and I'll look over it. Super-uniques are supposed to be challenging though, and basically optional.

    No problem I will check them all.

    Did you have a list with there location ?

  7.  

     

     

    Doesn't it make it sense to have a darker shadow during the day with the sun shining down on you?

    I mean, at dark place such as night or evening, character's shadow should be more obvious (blacker,darker) .

    In fact no.

    Shadow are darker in bright sun than in darkness because of contrast. The darker the surrounding is, the less visible the shadow is.

    In game, there's no shadow if the only light source is the character (caves, dungeon, ...). The character is the light source as it don't have a lantern or something equivalent. So when the game determine what shadow is projected, it don't draw any for the character.

    • Like! 1
  8. If I have to merge the 2 story, it should be like this :

     

    Chapter 1

    Just before the quest Through the Wall, add a quest that lead to The Comtesse and then to Andariel.

    Something is corrupting our mens, it need investigation.

    The Corrupted rogue are lead by Blood Raven.

    The Countesse should know who is behind this. (Flix put it under Black Oaks, it could be chapter 2 then)

    Andariel should be stopped.(Flix place her in the Cursed Forest. But it should be mor interresting in Tyr-lysia)

    Chapter 6

    After defeating the Fog, in place of the reparation dialogue, add a quest that lead to the Invocator. (The fight should take place in a T-energy lab, or something like that).

    Chapter 7

    After the defeat the Garganthropod, add a quest to Duriel.

    You found a map on the ruin showing the tomb of an ancient evil.

    The Tomb have been opened

    Baal have escaped and Duriel is here to cover is escape.

    Chapter 9

    Instead of a promise to not kill other Driad (dark) / Before telling me wheres the key (light), you must destroye the Evil that lurk under the city.

    Both Mephisto and Diablo are dead but Baal is still hidding.

    (Flix put meph in temple of tears. It work good. The council should be there too then. And I forget Izual)

     

    Chapter 10

    The guardian are in the corridor, and must be defeated to access the main room.

    Baal is in the core room. He must be stopped before he use the Great Machine.

    edit: I check where some boss have been put by flix and comment about it.
    • Like! 1
  9. The D2 campaign could be interresting to do with both light/dark path.

    In light path, you want to stop evil from spreading.

    In dark path, you want to kill them to take there place.

    In both case, merging could be interresting and could improve the story.

    Diablo and his brother are the behind the T-energy problem. They use it for corrupting and asserving the world.

    • Like! 1
  10. I guess I haven't thought about it much, since I don't have Diablo, Baal or Duriel creatures to use yet. But I couldn't justify just replacing bosses, when I could fit both old and new in the game. The only question would be: do I put the new bosses as part of the campaign, and move the old ones somewhere else, or do I put the new bosses somewhere else, perhaps as part of a separate quest? The problem with replacing old bosses is all the dialogue that sets you up to fight them. I'd have to replace the text and voices to make it make sense. For that reason I'm more inclined to put new bosses in new places, and fill in the quest later.

    Why not putting the vanilla campaign into a very big quest and to put the new boss into a new campaign ?

     

    Diablo skin is an enhanced red balrog ^o^ (no wings but lot of spike)

     

    • Like! 1
  11. Compared to the survival mod for vanilla Sacred 2, I find the Inferno mod more balanced on Easy. I will switch to Normal then continue to test.

    >> Having the Fog's files in a separate mod could help a lot. I could set-up something more good for me like this.

    >> For the other boss, if keep for D2 similarity:

    • Duriel in a tomb in the Desert. A small one to keep the fight spirit (big boss in small cave) but the satellite view in boss fight might be problematic. Why not the one east to Sulinar (not the one that go for the dragon)
    • Mephisto could take place in the big labyrinth under Dyr-Laigh
    • Diablo should take place in a temple or something like that. Why the Seraphim structure under Seraphim Valley ?
    • Baal why not putting it under Last Watch in Artamark.

    But it might be better to keep map order. Did you keep the campaign boss (guardian, faceleton, ...) ? If not, just put Baal in the guardian room, Diablo in the Temple under Dyr-Laigh, Mephisto on to of the temple in the jungle. etc.
    Or will you mix both D2 and Sacred 2 boss for the campaign ?

     

     

     

    • Like! 1
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