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soldats

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Everything posted by soldats

  1. I wouldn't be going on like this if it were a new game or the next installment[s3], but they are tampering with a system that works. by handicapping characters so severely and then having the audacity to call it balancing is equivalent to breaking 3 of my 4 limbs required for swimming, then telling me it's to balance my swimming ability or as challenge.
  2. this is the final nail in the coffin for me what's next? a 10 letter limit for character names? ridiculous I'm saying goodbye to sacred2
  3. you don't have to play Inquisitor as melee, the 'difficulty' as you so put it, is created at your own volition I would also remind you that gr00 made quite a successful hybrid caster/melee that did not take hits from anything. I wager I could make any pure melee that would spank any other of the same class. here's a snippet of a theory I've been working on that I doubt anyone else has yet: melee characters with an Area of Effect weapon based ca equipped with a spear unlockable 'chance to hit multiple opponents' and spear mastery unlocking chance for double hits. think about that for a minute. Area of Effect + double hits and further 'range' with additional opponents. or even this: Area of Effect weapon ca + gold modifier 'increases ca radius' with double hit chance if you consider melee underpowered, think outside of the box before attempting to deride them or compare them as inferior to casters or other classes. [edit] d--- typos
  4. that's true, but only one example I mean in general, what the hell were they thinking by removing db from spells?
  5. even internet tutorials would be cheaper than a crash course with operation...which you would have to pay for...
  6. if anyone was ever debating the usefulness of combat discipline, I hope this nerf/rebalancing convinces everyone of its importance. however, I have one grief: if db is taken away from all non weapon based spells, don't you think it prudent that all characters should have access to ancient magic? I asked this some time ago when building my technobabe...why she didn't have access to this skill when all of her spells are fire/magic. so a pure caster seraphim limited. there are other cases for arguing for am for other classes, but since I don't have any knowledge, I won't comment... [edit] just another thought...do you think that db was nerfed from all non combat spells because cd gives a full dmg bonus to non combat spells? because weapon based spells do NOT benefit directly from cd...they get to keep db. a better fix would have been to give all spells[regardless of weapon or non weapon based] a base dmg, from which consequent lvls of Combat Arts would apply a % dmg bonus, in essence, make the dmg bonus of cd apply to ALL Combat Arts like they currently affect weapon based Combat Arts...and then we would get to keep db for all. but honestly, I doubt the devs thought that far ahead and this is all wishful thinking. and for people who say that melee is harder/more difficult than casters? lol. you don't have enough experience with both yet to make such a blanket statement. they may level faster, but that does not determine difficulty. any caster can mop up 30+ trash mobs in one ca, but if you're leveling faster because of killing trash mobs, that doesn't make it any more or less difficult. go level against harder enemies like the melee builds have to...to compensate for the ability to erase a whole screen of enemies, they have to choose higher quality/yield enemies to keep up with casters. how do I know this? I've played my fair share of caster/Area of Effect/melee/whathaveyou builds all to 150
  7. my edit included regen per hit as a property that reduces cooldown[I had overlooked this]. if the arrows from sf count as 'hits,' the initial sf will have a nonreduced cooldown, though any cast thereafter would have a lower cooldown+regen. I'm still unsure if spells count as hits, though. I'm not a real fan of mecha just for the mecha aspect. I watched big o, not for the mecha, but for the character development and mystery with memory tampering...so while they can have elements of mecha, it's not something I run to. the way I saw the units in nge...I saw them as extensions of the pilot. as in, unit 02 allowed asuka to do things she couldn't do as a human out of frustration...with devastating results. for instance...her duality with thinking herself superior in regards to everyone else, though she suffers from an insecurity that spawns from the fact that she's always trying so hard to please everyone[though she hardly admits it...] so she uses unit 02 in battles to prove both to herself. mecha as a figurative vehicle[pun!] sorry for the ot.
  8. one more thing: your focus level does not affect cooldown. nothing can affect the cooldown of any ca UNLESS it has a mod to reduce it. instead, your focus level reduces the regen that is added and increased for every rune you memorize I believe every character has one or two Combat Arts with a hard cooldown. most can be modded to reduce it. and noir was one of the first animes I've ever watched right after nge. though the interest was piqued by an obsession with film noir/hard boiled detective novels [edit] I forgot, there is one other thing that affects hard cooldowns: regen per hit. this property on gear/rings mostly benefits any ca with a long regen/cooldown. thought I forgot whether it requires an actual weapon hit or if you can use spells to trigger its effect
  9. yeah I'll say hi to both syd and mo for you, gr00 this new dryad I'm working on is probably going to be the last character I take to 150. after that, I might not be playing Sacred 2 anymore. especially with this debacle with messing up our gear/characters. upon hearing this news, I just couldn't motivate myself to play anymore. my dryad's been sitting at 95 for 2 days instead of being 110 in niob sigh
  10. luc- that brings back sad memories for me.... rip hgl I heard the books flesh out many of the missing storyline points in the game, such as how the templar armor actually functions...
  11. one thing of note: all COOLDOWN reduction mods continue to decrease the cooldown the higher the ca level, which is convenient and I think overlooked. so until you meet the penalty level for runes memorized, you can dump all your extra runes into Combat Arts with cooldown reductions to use them faster, while increasing their dmg and other mods that scale with ca level. once you hit penalty though, beware, because the cooldown will decrease only slightly, while regen penalty will rise faster, causing the total regen time to increase instead of decreasing. this of course, is determined by your focus skill level. this affects ALL Combat Arts with cooldowns and a mod to decrease their cooldowns
  12. With your personal interest and devotion to the game as evinced by your many hours of playing, I can understand how it's mechanics at this point could be construed by you as being personally overcome. For others, however, with time lines different from yours, there is challenge, especially in servers of more than five people of which in EU this occurs often in Niobium, and games are completely different regarding dangers ^^ This game has broad appeal, is playable by adventurers whom may all have different interests, of which efficiencies may only be a single consideration amongst an infinite number of build intents. The new add-on adds some breadth, I'm looking forward to it's impact on our EU community for clan, bargainers and builds. gogo except that I level my characters in 5man niob games in the us closednet servers with no problem. there's no other way to reach 150 in 4 day's game time
  13. I beg to differ this game will never have any challenge. even if they halved the all skills bonus, it would still be a cakewalk. however, some builds would not exist without access to the amount of bonuses we have now just a clarification oh, I would also like to add for those with tightly controlled builds[such as mine] the reduction of all skills will negatively affect my regen times for runes I've already memorized with NO way to undo the amount eaten. how does deep silver plan on addressing that issue, huh? that means I have to remake all my 150's? that's utter crap.
  14. alexander solzhenitsyn - one day in the life of ivan denisovich another ww2 period piece, set in a siberian labor camp a story about one day in the life of a man who is wrongfully convicted of treason and sent for a decade to said labor camp but he endures it with 'patience, dignity and enduring strength'
  15. I'll always be able to achieve god mode. don't doubt that for a second. however, arbitrarily changing hours worth of gear hunting/shopping/forging to get the right setup just so we have to do it again with EVERY single patch is wearisome. I mean...if you think about it, we play for free, yadda yadda yadda. however, it's bad for your fan base no matter how small it is when you decide to start messing with their gear when the game is so centralized around it. rather, the ladder system that blizzard set up for d2 works much better. your gear isn't messed up. instead, you lose your ladder standing and have to start from scratch, BUT that is your decision to do so. you can keep playing your non ladder characters with their perfect gear[sans ladder only gear] without being harassed into replacing all your hard earned loot
  16. that is the sound of a huge nerf hammer coming down I'll be surprised if I stick around long after these nerfs. even I have my limits for what I'll tolerate.
  17. I don't get what ita means by control... there's a pm I got from him, but I think he misused the word control?
  18. a pic when he's in dragon form pleaseeeeeeeee ty chrona =]
  19. wil- elemental sockets only affect weapon based attacks, so it wouldn't help casters ryan- I never really thought about that, but I dumped runes into cb because I figured it was for situational use only, and when using it, it would be main source of dmg vs undead/t energy. I ended up somewhere around 43%. when using cb with that high of a penalty, I would use only rp and not fn. because cb can hit all enemies on the screen[high enough level ca], you can just use rp to pull everything towards you to make picking up loot easier. fn wouldn't do much if you can only cast it once every 1.5-2 seconds. but since rp has a 16+second duration at high levels, you can just cast 3-4[hopefully cb is powerful enough to wipe out all non champ/bosses with one pulse] rp's to mop up.
  20. Ah ha! nice info ^^ Does this apply to Turtles as well? I'd always wondered if it was my imagination or not thinking that turtles always seemed to have a good number of Mentor drops. Do you think this is what is happening? I've been liking the Poison Lord island lately. Turtles are sweet killing ^^ gogo correct turtles are counted as wild animals when you hover other their sprite. also, you will never find a piece of equip from them no matter how hard you try.
  21. I don't think he meant dogs specifically. all animals have a higher chance to drop potions, so go where there are many of them. around kufferath where the bears/boars/wolves is a nice area
  22. light mentors rarely drop after 40 like someone here said, but then at 60, regular mentors drop profusely at 110[you can quote me on this], strong mentors drop. I've paid extra special scrutiny when it comes to the cut off points so I know when to stock up. I've had one instance across 5 characters...162, 150, 150, 150, 128 where a single strong mentor dropped at 108. otherwise, you can bet your money that they will appear at 110, so much so that as soon as you make that 110 level, you'll see them drop normally, by the time I hit 110, I have on average 300 regular mentors[constant use from level 60+] and they don't run out until level 130~, whereupon I should have nearly 400+ strong. a tip I can give you is to kill animals, since their drop tables do not allow for equipment, they borrow from other tables, so you'll usually find double or triple gold drops[identical amounts], more runes, potions[of all kinds].
  23. america - sister golden hair [edit] yay I figured out the youtube thing...haa
  24. I would agree that burnout is better and if I had a chance to remake him, I would choose that. intensify does not increase dmg in any way. fe is bugged to where it doesn't hit targets that are upclose[jt range] if they float. it is noticeable in my video. in general, fe is not a good ca to use at all, I've tried it numerous times. the one interesting thing is if it is in a combo with jt while mounted, the spinning action from jt causes fe to hit 360 instead of 30 degrees in front of you. you can see this in my video vs the boar. also, ds is completely worthless as a direct damage dealer without tactics lore. my friend uses ds, but with tactics lore, his dmg is 10000+ PER wave. and jab adds only ONE more wave, so I took the wounds mod. damage lore is more useful for sw. it doesn't do anything for ad, since ice only slows targets. jt would be helped by lowering attributes[weaken]. fe..well, not so good any way you slice it. also, derogate is only good when tactics lore is taken. without it, the dmg is weak. I already tested it on a 200. like I already said before, if I had replaced constitution with tactics, this would have changed the build drastically. also, I admit this is my weakest build, if you look at everything else I've done, this is an infant vs giants. my skills: dgf lfl lff armor lore constitution concentration combat discipline toughness wel combat reflexes he is too powerful defensively, so either constitution or combat reflexes must go for tactics lore to further improve him. my project was to prove a lf tg was viable and he is. but it is much too slow in comparison to 5 second boss kills. that's why I will never play lf ever again. the whole aspect fails on its own and can only work in conjunction with dg. whereas sw can work on its own without support from any other aspect I hope everyone understands this.
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