Search found 503 matches
- Fri Jun 30, 2017 6:48 am
- Forum: Ideas
- Topic: Maybe Cloak of Deception perm. fortress effect could be free
- Replies: 6
- Views: 3395
Re: Maybe Cloak of Deception perm. fortress effect could be
To be honest, if it's going to go this far, it might be better to just remove the cloak and the need for the cloak entirely (and replace it with your creator mentioning that part of their ritual disguises you as human; after all, player undead are already implied to be a unique and special sort of u...
- Fri Jun 30, 2017 6:44 am
- Forum: Spoilers
- Topic: Projection (the Mentalism skill)
- Replies: 20
- Views: 20961
Re: Projection (the Mentalism skill)
Just tested, staff and trident don't stay normally, BUT, if you use projection, get the item, use cursed sentry on it (requires level 5), it will drop to the ground and stay there. This can actually copy any weapon, so with a telekinetic slot it could be very powerful. Isn't there a glove tinker th...
- Wed Jun 28, 2017 8:49 am
- Forum: Dumb Questions
- Topic: Drowning removed
- Replies: 22
- Views: 10279
Re: Drowning removed
Or to just somewhat scale back the impact of Madness / Insane on level one dungeons (or even just some level one dungeons.) I mean, if it's making them so hard that they're totally impossible to handle without the advantage of a drowning, that might be a sign that perhaps early-game Madness / Insane...
- Wed Jun 21, 2017 4:09 am
- Forum: Dumb Questions
- Topic: Drowning removed
- Replies: 22
- Views: 10279
Re: Drowning removed
True. Someone could make a mod that adds something to replace it and we could hope it gets added, though. A simple "arena rush with weak-ish opponents that give a lot of XP, with a randart as the reward" would be reasonable enough and probably not too difficult. A small quest or two like t...
- Wed Jun 21, 2017 3:36 am
- Forum: Dumb Questions
- Topic: Is there a good reason to wield a quiver for non-bow user?
- Replies: 5
- Views: 2668
Re: Is there a good reason to wield a quiver for non-bow use
Also, I believe there are a few tinkers that require ammo to equip but which don't require a ranged weapon to use. I'm not 100% sure about that, though. Either way it doesn't matter what your ammo actually is in that case, just that you have something to apply the tinker to.
- Wed Jun 21, 2017 3:10 am
- Forum: Ideas
- Topic: Prodigies tweaks
- Replies: 28
- Views: 13620
Re: Prodigies tweaks
Because why fix what isn't broken? I gave my reasons in the other thread, but: 1. It requires an annoying degree of micromanagement (collecting stat+ items and then tediously swapping to them). It isn't generally a meaningful achievement to collect the items, since you'll always find them if you ke...
- Wed Jun 21, 2017 2:48 am
- Forum: Dumb Questions
- Topic: Drowning removed
- Replies: 22
- Views: 10279
Re: Drowning removed
My opinion is that it should obviously be removed. It's not an issue of it being "evil"; the problem is that it's counter-intuitive (if the game is balanced around it, it adds to the difficulty of the game by including a "secret trick" that most new players aren't going to discov...
- Wed Jun 21, 2017 2:35 am
- Forum: Ideas
- Topic: Prodigies tweaks
- Replies: 28
- Views: 13620
Re: Prodigies tweaks
I do not see how anyone can seriously support option 3. What do prerequisites-that-you-can-cheat-around add , in your opinion? Makes tinkers usable on classes that don't build Cun. Makes adventurers not a pain in the ass to build. Opens up prodigy choices. Allows dumb shit like staff doombringer (f...
- Wed Jun 21, 2017 1:52 am
- Forum: Ideas
- Topic: Remove Thick Skin
- Replies: 1
- Views: 2060
Remove Thick Skin
Thick Skin adds nothing to the game. It's often a no-brainer talent (just about everyone wants to take less damage), it's boring, and it generally just doesn't serve any purpose. It was changed to its current version because the old HP-adding version was practically mandatory for everyone , yet the ...
- Wed Jun 21, 2017 1:31 am
- Forum: Ideas
- Topic: Prodigies tweaks
- Replies: 28
- Views: 13620
Re: Prodigies tweaks
I think requiring actual stat point investment for talent and prodigy unlocks has been discussed before and a lot of people were against it. It may add flavor to the game but in reality it's very obnoxious and has no upside since its only effect is making people waste stat points or restricting bui...
- Tue Jun 20, 2017 9:28 am
- Forum: Addons
- Topic: After End Game Text: Wrapping It All Up
- Replies: 1
- Views: 1476
Re: After End Game Text: Wrapping It All Up
Not sure what happens at the end game in Embers of Rage (or even if you do get to do anything after killing the boss) but since I am not familiar with that campaign this addon for now will be focused on what happens after you win (and survive) in AoA. You get the opportunity to nuke an imp. I'm not...
- Tue Jun 20, 2017 5:00 am
- Forum: Ideas
- Topic: Prodigies tweaks
- Replies: 28
- Views: 13620
Re: Prodigies tweaks
One talent I would suggest buffing is Rak'Shor's Cunning . Nobody seems to use it. Granted, it's a talent whose value shifts a lot depending on the game mode (it's obviously more valuable in Roguelike mode than Adventurer mode), but overall it feels like it could be safely buffed at least a little b...
- Tue Jun 20, 2017 4:35 am
- Forum: Ideas
- Topic: Remove ability to meet prereqs via temp bonuses.
- Replies: 8
- Views: 4493
Remove ability to meet prereqs via temp bonuses.
I feel the ability to meet talent / item prerequisites via equipment and temporary bonuses is bad for the game. Here's my reasoning: 1. It encourages micromanagement (collecting items with the correct gear, switching to it manually, then switching back). Micromanagement is bad, at least in a situati...
- Fri Jun 16, 2017 10:22 am
- Forum: Ideas
- Topic: Remove Skirmishers
- Replies: 18
- Views: 9472
Re: Remove Skirmishers
This was never a good reason to remove anything, rogue was never removed even though it was a worse shadowblade, a rework will eventually happen, until then they'll do with a few small buffs and stay in. Sure, but Rogues at least had a concept that made them clearly necessary, even if they were str...
- Fri Jun 16, 2017 9:41 am
- Forum: Bugs Archive
- Topic: Problem with unique armor "The Intouchable"
- Replies: 5
- Views: 3124
Re: Problem with unique armor "The Intouchable"
Untouchable's functionality is a bit unusual. As I understand it, it checks your health every game turn, and if it's gone down by more than 20% of your maximum, it creates a shield based on the difference. The description is wrong in several ways - it doesn't care about "a hit", it cares a...