ToME: the Tales of Maj'Eyal

Everything about ToME
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PostPosted: Sat Nov 30, 2019 10:22 am 
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Thalore

Joined: Sat Jan 21, 2012 4:51 pm
Posts: 125
Thanks for all the hard work, DarkGod and team! After a rocky patch (or four) ToME keeps getting better :D


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PostPosted: Sat Nov 30, 2019 4:53 pm 
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Spiderkin

Joined: Mon Mar 28, 2011 12:42 pm
Posts: 568
Would you say it’s better than 1.5? And have the patches allayed your scaling concerns? I saw Freeze, Disruption Shield, and Bone Spear mentioned separately, but I did not notice respen talents or flat DR.


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PostPosted: Sun Dec 01, 2019 5:21 am 
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Spiderkin

Joined: Wed Nov 06, 2013 1:21 pm
Posts: 550
Location: From Russia with atchoum!
What is my concern - minor but big enough to write about it - that while Furnace Vent was nerfed I saw mobs using it did that from a distance larger than radius of that skill. Or maybe they did that without sufficient charges of molten points and it was harmless.
Anyway, that's lazy - mobs should, or at least that particular mob "Sher'Tan" should learn to use it at least from distance where it can hit.

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PostPosted: Sun Dec 01, 2019 3:35 pm 
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Thalore

Joined: Sat Jan 21, 2012 4:51 pm
Posts: 125
Snarvid wrote:
Would you say it’s better than 1.5? And have the patches allayed your scaling concerns? I saw Freeze, Disruption Shield, and Bone Spear mentioned separately, but I did not notice respen talents or flat DR.


Some of the more egregious respen talents were sanity checked: https://git.net-core.org/tome/t-engine4/commit/2d0caa0f12fb5631aad9695c5ccc2747328362fa

I think Furnace exists as is but its partner in crime Emergency Steam Purge got reworked.


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PostPosted: Mon Dec 02, 2019 2:31 am 
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Cornac

Joined: Mon Mar 12, 2018 7:32 am
Posts: 34
Others can feel free to chime in, but I feel like the early game is still quite tedious as a melee class. It's harder to find a good weapon early since shopping has been removed. And then the lower damage from weapons means I feel like I'm relying on stuns to carry me more than ever. Every fight goes

-close gap
-stun
-run away once stun wears off/fails
-repeat

And then you still get those ooze oozemancers with lots of armor, mitosis, and healing skills that I usually have to give up on killing.

Classes with summons are also harder to deal with because it now takes more hits to kill the summons and by time you do you need to heal/run/they summon more stuff. You almost need to maneuver around them, which is fine, but mobility is always at a premium in ToME.

Being a ranged class just makes your life so much easier and melee classes no longer have the additional damage to make up for the disadvantages of not being ranged.

I was also hoping 1.6 would make ToME less about the stun status, and while I really like the half speed cool down change, overall my experience is that stun is still king.

Edit: I'm basing this in my experience playing on insane difficulty


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PostPosted: Mon Dec 02, 2019 4:07 am 
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Thalore

Joined: Sat Jan 21, 2012 4:51 pm
Posts: 125
Twohanders seem fine on the damage front on Insane. No experience with other melee weapons yet.

Edit: After clearing, yeah, twohanders are definitely big and chonky.


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PostPosted: Tue Dec 03, 2019 12:43 am 
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Cornac

Joined: Mon Mar 12, 2018 7:32 am
Posts: 34
It's up to about level 10. Mainly notice it in Korpul which now has randbosses. It's probably not any worse than before but now more noticeable with drowning and shopping gone from insane so you have to actually play the first few char levels and with your starting gear.


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