ToME: the Tales of Maj'Eyal

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PostPosted: Sun Oct 20, 2019 3:27 pm 
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Wayist

Joined: Wed Jun 14, 2017 12:34 am
Posts: 28
So I have been playing some 1.6 beta on insane/adventure, I got like 3 reavers to dreadfell, played some corruptors as well and got one of those to dreadfell, a little bit of berserker, and got a thalore summoner to the prides. Here are some thoughts:


- Stun nerf, hate it, unnecessary, unfun, stunning stuff was fun, getting locked cd's was fun too, at least for me... not a deal breaker, but I still hate it, wonder how others feel about it since it seemed like an arbitrary dev decision based on personal preference.

- Movement infusion nerf I didn't like either, after around halfling complex, you start getting those 10+turn stuns and the stun nerf is not enough to make up for it, you still get stunlocked anyway, seems like some melee classes could be a pain in the butt to play now, or at least relly heavily on rng for stun res equipment.

- Shops: being locked before lvl 10 makes some race/classes combo annoying to play until you unlock shops, since some race class combos can start with really bad infusions and armor, still has some annoying rng to it, can check the shops and find some 400 regen/shied infusion rune or some good heroism, or could just find a bunch of crap. Finding heroims infusions earlier is fun too.

- Enemies: After around lvl 25 or so, it seems like you start to find a loooot of enemies that have like 70-100+ armor, I'm not sure if it's true but it also seems like enemies have more hp, it feels like some fights are taking waaaaay too long now, which is very unfun, at least to me, and can be specially annoying when you are fighting 4 rares at once. I can't tell how bad was the weapon dmg nerf, maybe that has something to do with it, but I don't know anything about it so I'll just leave it. Also enemy anorithils are busted, the new magic version of 1.5 archers who can act twice before you act and do some crazy dmg/ one shot you. New AI seems fine, enemies gank you and try to flank which is cool. Also got an impression that they have some crazy madness telepathy now or something, but I could be wrong. Also some late game mages had wayyyyyyyyyyyyy too much sustains, like 15+ (backup guardian master, vor pride mage). Some enemies also seemed to have their defense a tad too much.


-T1s and T2 dungeons: seems like they are a lot more doable, in the sense that there seems to be less RNG involved, not finding so much crazy stuff that can one shot you or are unkillable, things start to get nuts on


-New block: I haven't tried any shield classes too far, but it seems like high tier shields won't reduce block cd anymore, which is just the crappiest thing ever. Shield classes are all about that shield... kind of, so when you can only block once or twice in a fight it feels kinda redundant and unfun and missing the point. I know you can block elements now which is great, but 8 turn cd on block is waaay too much, it's fine for a t1 shield but unfun to have a shield and not be able to block often as you power up, since the whole thematic of those classes revolve around the shield anyway.

-Rush nerf: dumb

-OP crits: now I don't know if thats a bug or not, but it seems like late game, every single crit is pretty much one shotting me. First the backup master crit me for over 1,5k in one turn when I had 40% fire res, then a rare+ shadowblade one shotted me for around 1,6k on vor pride for physical damage when I had 50% physical res and around 60 effective armor ( he didnt have res pen as far as I could tell). Then in the rak'shor pride, I got critted for over 1,4k dmg from a white orc necromancer who procceded to do another non crit spell for 700 dmg on the same turn, I had 50% dark res and he had no res pen. Overall it seemed like fire and darkness dmg were doing wayy more dmg then they should too considering my resistances ( not spellshocked, no enemy respen). I played a lot on 1.5, 1.6 it feels like either the crits are glitching out or something is happening with resistances. Can't say for sure but thats what it felt like.


-Antimagic changes: Not a fan of antimagic zone, I liked aura of silence better, had more range and longer duration, am zone has manaburn stuff but I thought that was mana clash's job anyway, which at least the silence duration would improve. Resolve changes are ok, didn't feel like it was better or worse, just different. Sustain removal from AM adept mana clash is very nice.

- New reaver, corruptor and summoner: super fun, great changes, good job there. Passive diseases and bloodcasting make the defiles a lot less burdersome and a lot more fun to play. Summoner's new turtle is super cool, and pheromones is great as well. Also liked the changes made to the 2handed skill tree from berserker, they were minor but good changes.


That's all I think. I know 1.6 is still on beta phase and lots of things can change, but I cannot express how much I hate it and how unfun it was playing it. Just seemed like there was a bunch of things changed around for no good reason other than being different, like you have a blue room, you just want it to be different, so you paint it brown and now it just looks like crap. Don't get me wrong, good changes were made ( new defilers, not having to drown anymore, new runes) but I still hate it overall.

Thanks for reading.


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PostPosted: Sun Oct 20, 2019 11:07 pm 
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Halfling

Joined: Wed Sep 28, 2016 8:07 pm
Posts: 85
I'm really enjoying 1.6 so far (I've never played many weapon damage classes so I can't speak to that change), but I definitely agree about shops and kind of movement infusions. Before 1.6, having such a powerful set of immunities as a secondary effect felt out of place for a mobility talent and too powerful for a single inscription slot, so I'm glad they're no longer lumped together, but now all the classes I'm playing feel very short on debuff management, and the new cleansing rune is nice but doesn't make up for it with how often you get many statuses of the same type.

I'd kind of like to see pinning immunity added back to movement infusions, and a new rune/inscription that gives some sort of limited, temporary status immunity bonus. Too stop it from being too universal or making stuns obsolete, it could do something like prevent some debuffs other than stuns (mildly to very useful on its own depending on what it prevents, and makes wilds/the new rune more reliable), or add some percentage <100 immunity so it's a complement to gear and not a replacement.


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PostPosted: Tue Oct 22, 2019 1:18 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10478
Location: Angolwen
Heya

Stun nerf: yes I liked the old stun too; but it's too one dimentional and overbearing over the whole game

Movement infusions: I dont understand, movement infusions provide stun/daze/pin immune and other powerful options exit for actual removal

Rush: always worked like that, it's 1.5 that was the exception and turned rush into a do it all talent

Block: As you say you didnt try shield classes; they have ways to reduce/reset/force blocks

Shops: I dont like locking them but I like even less people feeling "forced" to reroll until shops give them something. Maybe they can open earlier, but not at lvl 1

Thanks for your feedback :)

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PostPosted: Wed Oct 23, 2019 2:36 pm 
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Wayist

Joined: Wed Jun 14, 2017 12:34 am
Posts: 28
darkgod wrote:
Heya

Stun nerf: yes I liked the old stun too; but it's too one dimentional and overbearing over the whole game

Movement infusions: I dont understand, movement infusions provide stun/daze/pin immune and other powerful options exit for actual removal

Rush: always worked like that, it's 1.5 that was the exception and turned rush into a do it all talent

Block: As you say you didnt try shield classes; they have ways to reduce/reset/force blocks

Shops: I dont like locking them but I like even less people feeling "forced" to reroll until shops give them something. Maybe they can open earlier, but not at lvl 1

Thanks for your feedback :)




Thanks for letting us know you are reading. Encourage us to give more feedback... at least for me, so have another wall of text :P . I took my thalore summoner further into high peak recently, so I have a little more feedback.

As far as the prides go, they seem to be a little overcrowded, you can specially get trashed at the entrances, double true for vor pride where mages love to teleport to tell their buddies where you are, so you end up fighting like 7 rare+ at once getting mass debuffed and all, don't know if that was intended or not but can't say I like it personally. I also literally found like at least 3 enemies with 150+ effective armor on each floor of each pride, ofc they were all bulwarks. Resistances on rare+ around that point also seemed to be a little higher, along with higher hp, dont know if that was just my imagination or not, but from that point on it would seem impossible to be able to do much as a weapon user, or anything that isn't a summoner and some specific mages really. Resistances, armor and hp were nuts and high peak level.

Some talents on enemies also seem to be busted and have way higher scaling, some spells specially seem to be doing way more damage when compared to 1.5 (when mid-late game enemies are casting them ofc). Also found some enemies that seemed to have their respen a little too high, on the 60-70% range all the way up to 100%, which doesn't sound good and could make resistances pointless sometimes and risk getting you oneshot with no way of working around it. Maybe the higher dmg is actually coming from those enemies respen I can't say for sure.


I said I was getting one shoted by pretty much every crit late game on my previous post, after one of the newest patches, that seem to have stopped/fixed. The difference between the dmg I was receiving then and now is VERY noticeable, I'm pretty sure something was messing with my resistances not working properly. Similar hits that were taking 1/2 of my hp are now taking about 1/10.


I also checked the shield classes some, only found block cd reduction on bulwark and stone warden.


That's all for now, thanks for reading again.


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