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ka243

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Everything posted by ka243

  1. Gogo said "we're going to make a category listing at the bottom, so that if anyone sees a weapon, they'll know off the bat by looking at the bottom whether it's from last patch or not." I guess the easiest way to identify items in this category quickly would be to look at the date they were added? Otherwise thats going to be quite a bit of manual work.
  2. Wow thats a nice weapon. Ice & Blood only I assume?
  3. Hello and welcome. Great to have a new console player on board. I wrote that section. I didn't add that as a difference because I didn't know this was not possible on PC. It is quite a nice feature. I thought there was something about being able to teleport directly from the map as of Ice & Blood? Edit: Yup people are saying you can teleport from map in I & B but not before. I added this on to the end of the section: "* You can immediately teleport to any active teleportation portal, or to your resurrection shrine from the map. In the PC version (prior to the Ice & Blood expansion), you can only teleport to your active resurrection shrine from the map. The Ice & Blood expansion allows teleporting to active portals from the map, like the console versions."
  4. I was curious about this, how did you get recruited to be beta testers and what was the testing process like? Did you only report bugs or did you get to give feedback on other areas like balance? Did you do all testing from home and using your own computer hardware? Was there any beta testing for ice & blood expansion or for console versions?
  5. Doh, thanks. Playing Xbox so I can't do that, but its useful info. It would be nice if you could get to the next difficulty by simply eliminating the guardians in the previous difficulty.
  6. I know you can open the next difficulty in SP if you beat the last boss on the previous difficulty in campaign mode. Is it possible also to just start a free world game and go beat the last boss without doing the whole campaign to open up the next difficulty? That would save so much time.
  7. How do you change your avatar? I can't figure it out. Thanks.
  8. The farther on you get, the less gold becomes an issue, generally and the less you will need to shop for items other than jewelry (unless you are looking for some very specific modifiers on rares such as "stacked" damage mitigation) as you will be finding better unique and set items than what can be found in shops. Better items always cost more.
  9. Following a discussion about attack speed, put some notions in sword weapons about animation speed for different weapon types at equivalent attack speed. See discussion here: http://darkmatters.org/forums/index.php?sh...c=12910&hl= Wiki page here: http://www.sacredwiki.org/index.php5/Sacre...d_Weapons#Types We could do the same thing with other tables but I wanted to see what you all think first. Admittedly this would be prettier in a table format like the one zinsho(?) made for ranged weapons: http://www.sacredwiki.org/index.php5/Sacred_2:Ranged_Weapons But I'm no good at tables. Something like this would be cool for all weapon skills. Another neat thing to include in tables like this would be usual modifiers that come on weapon certain types like ignore armor for daggers- and perhaps to have it all in one spot for all weapons in addition to or instead of on the weapon lore pages. Speaking of tables, did anyone notice that the sum of the characters beginning stats is not the same (at all?) High elf has total of 142 stats and shadow warrior has 150 if I counted right. That would be an interesting extra column to add to the stats table. It would also be very cool to give players an idea on this page of max base HP at level 100 &/or 200 for each character class with 0 constitution and 0 extra points in vitality. This should be easy to test with a test character but I can't do it because I don't have the PC version. The number would have to be adjusted for equivalent survival bonus (ex: 95% or 0 survival bonus). IMHO this number is even more interesting than starting HP which varies little. Both these columns should be added imho to the stats table on this page: http://www.sacredwiki.org/index.php5/Sacred_2:Attributes
  10. I thought it was the other mod (the healing one) that was bugged on xbox only and healed enemies? Don't think there's anything wrong with voltage but I'm not sure.
  11. Interesting about the speed of different weapons and thanks for the info. I'll look at the daggers thread too. What I was wondering is if for example a seraphim and a shadow warrior with attack speed 100% swing the same weapon at the same speed or not.
  12. Does the brightness mod scale with CA level or is it a static increase that you get only once when the ca is modded?
  13. Soldats posted at one point that RP with brightness can take up the whole screen. Does the brightness mod scale with levels and how big have you all gotten it (anyone have a picture of a really big pillar)? Has anyone seen it take up the whole screen? "eventually, one rp can cover and hypnotize an entire screen's worth of enemies" If that's the case, that seems insanely powerful.
  14. Tried the 2X pulses mod on flaring nova and the area of effect seems greatly reduced, which is somewhat dissapointing. Do you all tend to pick this mod or more the expand mod? Is perplex broken?
  15. Some general pointers, Constitution and armor are a must especially if you are playing a melee build. Constitution will raise your maximum hitpoints in addition to your health regeneration. I would advise against trying to build an inquisitor based on wounds increased damage dealt alone. Personally, Id rather take as little damage as possible and increase my damage output in other ways especially since the inquisitor can acheive physical damage immunity so easily via damage mitigation. Take a look at the inquisitor guide section for some more ideas: http://darkmatters.org/forums/index.php?showforum=375 Strength is important for a melee inquisitor because it will give you more chance to hit. If you want to use PD be careful of the console bugs with this CA: http://www.sacredwiki.org/index.php5/Sacre...aralyzing_Dread
  16. Added a note in the wiki about this: http://www.sacredwiki.org/index.php5/Sacre...aralyzing_Dread
  17. I completely agree about the usefulness of regen per hit especially on melee builds. The thing that REALLY annoys me about melee builds on xbox is that when you hit the CA button, most of the time it executes a normal attack before it figures out that an enemy is in range. If you are using a ranged weapon or a spell, the ca execute when you hit the button every time. Why not mod paralyzing dread for Despair (less enemy armor), Decrepit (less enemy attack speed) and confidence (more attack) and combo it with frenetic fervor?
  18. That's pretty funny. Did they actually put that in with gogo in mind? I found something about llama somewhere too but maybe that was just a reference to a normal llama.
  19. Currently only mods can edit topic title and topic description. Could this be implemented for the poster? It would be quite practical as sometimes after writing a post you want to change the title or subtitle to make it more relevant to the posted content.
  20. Read this in attack speed section on wiki "Additionally, certain characters have a natural ability to use some weapons faster than other characters.". Does this mean that for example a dryad can shoot bows faster than seraphim can even if both have an equivalent level in ranged weapons? Or for example that seraphim can swing a sword faster than shadow warrior if both have an equivalent level in sword weapons? What details are known about this? I have not come across this before.
  21. Even if posts are old it still helps to answer questions if there are 0 responses as this can be helpful to new players. Glad this is working out for you.
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