Search found 400 matches
- Sun Sep 08, 2013 7:52 am
- Forum: Ideas
- Topic: Spell / Phantasm re-work
- Replies: 64
- Views: 26985
Re: Spell / Phantasm re-work
Something I'd like to add to the discussion which is less of a balance issue & more of a "how fun is this class to play issue?" is: Whenever I play a shadowblade most of the early game seems to be mass blasting the whole screen with illuminate, wait for illuminate to come off cool down...
- Wed Jun 05, 2013 6:03 pm
- Forum: Bugs Archive
- Topic: [1.0.4] Movement infusion over 1000% and Step Up seem bugged
- Replies: 8
- Views: 2327
Re: [1.0.4] Movement infusion over 1000% and Step Up seem bu
I had similar problems. Would be curious to know if anyone's tried it with the time clock-add on.
- Mon Jun 03, 2013 7:13 am
- Forum: Ideas
- Topic: Remove water jet and water siphon traps from Lake of Nur
- Replies: 3
- Views: 1796
Re: Remove water jet and water siphon traps from Lake of Nur
though quite a few people do Lake Nur with water breathing where using auto-explore is quite reasonable.
- Sun Jun 02, 2013 4:30 pm
- Forum: Ideas
- Topic: Reload + autouse.
- Replies: 14
- Views: 5034
Re: Reload + autouse.
Why not push the "full strength please" button? Except for the few places with time pressure. Thematics for me. I do wish there was more time pressure in the game to be honest. Hence why I don't use rest. The pressure isn't programming into the game, so I add it artificially in my play-st...
- Sat Jun 01, 2013 8:42 pm
- Forum: Ideas
- Topic: Fungus tree - overpowered?
- Replies: 59
- Views: 18941
Re: Fungus tree - overpowered?
What makes you think it's necessarily a low opinion of the tree? I'd love to have a controlled phase door + a teleport on a beserker. I'm just not sure they really need it. If you'd normally take a controlled phase door rune it's freeing up that slot too, which equates to an extra heroism infusion o...
- Fri May 31, 2013 7:19 am
- Forum: General Discussion
- Topic: Yes, There Will Be Blood! (or, why the game is hard)
- Replies: 56
- Views: 24063
Re: Yes, There Will Be Blood! (or, why the game is hard)
I remember constantly getting fried by red crystals I couldn't see on my Shalore starts before the changes in FoV/LoS. I prefer the new LoS rules. I find it makes it easier for melee characters.
- Fri May 31, 2013 7:03 am
- Forum: Ideas
- Topic: Fungus tree - overpowered?
- Replies: 59
- Views: 18941
Re: Fungus tree - overpowered?
I like SageAcrin's idea of getting Conveyance locked...But you'd give reavers, corruptors, sun paladins access to access to phase door, teleport, displacement shield, so I'm not sure if that's the way to go. Reavers in particular you'd have to decide if having a hit & run teleport from the proc...
- Thu May 30, 2013 7:05 pm
- Forum: Ideas
- Topic: Fungus tree - overpowered?
- Replies: 59
- Views: 18941
Re: Fungus tree - overpowered?
I dislike conveyance just from the standpoint that a melee character has no reason to ever switch probability travel off. Bulwarks & Berserkers constantly walking through walls seems a little off thematically in my books. You could pick up arcane eye off an escort to. Would we see melees rushing...
- Wed May 29, 2013 6:24 pm
- Forum: Ideas
- Topic: Autoexplore will kill you
- Replies: 5
- Views: 1760
Re: Autoexplore will kill you
I've seen it fail to stop altogether, particularly for snakes (all fast movers?).
- Wed May 29, 2013 6:15 pm
- Forum: Ideas
- Topic: Lock cunning/survival for summoners.
- Replies: 9
- Views: 2346
Re: Lock cunning/survival for summoners.
Though much longer summon cooldowns would make them more like their description of fighting alongside their summons & less constant summon spam. Not necessarily suggesting it, it would make it a very different class. I'd probably find them more interesting to play that way, just as long as they ...
- Sun May 26, 2013 1:31 pm
- Forum: General Discussion
- Topic: Is this supposed to be impossibly hard?
- Replies: 16
- Views: 6980
Re: Is this supposed to be impossibly hard?
I usually try to get a point in Dagger Mastery as fast as possible, followed by a point in Accuracy. As for class talents, get the two stunners. And never be afraid to run away, and reposition yourself where only one enemy can hit you. Put stealth on autouse, it's not very good early on but it migh...
- Sun May 26, 2013 1:22 pm
- Forum: Ideas
- Topic: Compiled Releases of SVN
- Replies: 7
- Views: 2464
Re: Compiled Releases of SVN
Ok you might try this: http://www.sendspace.com/file/tvyu71 To install: unzip the file, then click on "install.bat" for it to download the SVN. This will take a few minutes. To update (daily/weekly/whatever, this will only download the files that have changed so it will be quick): click o...
- Sat May 25, 2013 3:33 pm
- Forum: Ideas
- Topic: Shield-Stat showing for Non-Bulwark/Sun Paladin
- Replies: 5
- Views: 1777
Re: Shield-Stat showing for Non-Bulwark/Sun Paladin
Can we have the glove procs for non-brawlers too? My melee characters start doing weird stuff when disarmed.
- Fri May 17, 2013 7:48 am
- Forum: Ideas
- Topic: Raise Wyrmic's Combat training mastery
- Replies: 10
- Views: 3375
Re: Raise Wyrmic's Combat training mastery
Honestly, it's a thing that bugs me as well, 1.0 mastery is the mastery level guys without combat training get when they train it from a weapon shop. Sure, Wyrmics start with it, but... heck, that means, theoretically, that Archmages can be as strong as Wyrmics in melee. Now that sounds off to me. ...
- Mon May 13, 2013 4:06 pm
- Forum: Ideas
- Topic: Stun stacking and cooldowns
- Replies: 22
- Views: 6777
Re: Stun stacking and cooldowns
I'd be a fan of stuns being weaker and stun-resistance rarer. A lot of the early game for melee characters seems to be chain-stuning your enemy.