Search found 41 matches
- Sun Sep 01, 2013 8:37 pm
- Forum: Addons
- Topic: Marauder Improvements (Hopefully it actually works now!)
- Replies: 5
- Views: 2590
Re: Marauder Improvements (Hopefully it actually works now!)
Thanks for the feedback. I would love for Exotic Weapon Mastery to be a possible choice for them, however I think Whips need a major overhaul before that can happen. Trying to make a melee character focused on a weapon category that ONLY consists of artifacts, many of which having modified stat scal...
- Fri Aug 30, 2013 2:48 pm
- Forum: Addons
- Topic: Marauder Improvements (Hopefully it actually works now!)
- Replies: 5
- Views: 2590
Re: Marauder Improvements (Hopefully it actually works now!)
It was an experimental addition on my part. I still doubt they'll come anywhere near AB or Reaver-tier melee damage even with dual one-handers, and this is the class that's supposed to exemplify dual weapon combat. I also wanted to open up some more stat flexibility for them by reducing DEX reliance...
- Wed Aug 28, 2013 3:06 am
- Forum: Addons
- Topic: Training Fix for Staff combat and Mindstar Mastery
- Replies: 12
- Views: 4422
Re: Training Fix for Staff combat and Mindstar Mastery
I'm not sure I follow your logic here. If you end up in the same spot (disregarding the money spent) whether you rescue an alchemist or not, what's the point of the quest? I think a small permanent bonus (a potential 0.1 mastery increase) is a nice incentive for a player to plan ahead and exercise ...
- Tue Aug 27, 2013 3:40 am
- Forum: Addons
- Topic: Training Fix for Staff combat and Mindstar Mastery
- Replies: 12
- Views: 4422
Re: Training Fix for Staff combat and Mindstar Mastery
Just to clarify things: -Getting the locked category OR a talent from the escort allows you to unlock the tree at 1.1 mastery in Zigur for 500g, so getting the category is still pretty pointless. -Characters that don't find an Alchemist before buying the tree are actually worse off than characters w...
- Wed Aug 21, 2013 6:40 am
- Forum: Addons
- Topic: Marauder Improvements (Hopefully it actually works now!)
- Replies: 5
- Views: 2590
Marauder Improvements (Hopefully it actually works now!)
A small addon buffing Marauders. Increases their starting HP by 10 and Life Rating by 2 in order to bring them more in line with other melee combat classes. Technique/Thuggery is changed to a Generic tree to reduce their Class point burden somewhat, and Technique/Bloodthirst is added (locked, 1.1 ma...
- Thu Aug 08, 2013 8:47 am
- Forum: Ideas
- Topic: Marauder Improvements
- Replies: 9
- Views: 4800
Re: Marauder Improvements
I don't mean to say bosses are everything, but they tend to be a much bigger threat than regular melee enemies for the vast majority of the game. Rares and Randbosses exist as well, and they can't be prepared for. The biggest non-elite/rare/unique threats are most commonly spellcasters, which Defens...
- Thu Aug 08, 2013 3:23 am
- Forum: Ideas
- Topic: Marauder Improvements
- Replies: 9
- Views: 4800
Re: Marauder Improvements
You certainly can improve them by giving them new abilities, I'm simply trying to stick to existing factors because I'm not very creative. It's also tricky to change Mobility and Field Control, because literally every character can potentially have them, so I prefer sticking to Marauder itself for t...
- Wed Aug 07, 2013 12:30 am
- Forum: Addons
- Topic: Posting addons to te4.org site
- Replies: 122
- Views: 58897
Re: Posting addons to te4.org site
Sedrahl
Marauder Tweaks
Marauder Tweaks
- Wed Aug 07, 2013 12:08 am
- Forum: Ideas
- Topic: Talent and equipent prereqs use only PERMANENT ability score
- Replies: 29
- Views: 7544
Re: Talent and equipent prereqs use only PERMANENT ability s
What I dislike is: - Working around the system is so vastly rewarded that everyone does it. - Being a pack-rat is heavily rewarded, which is annoying. - Juggling equipment is annoying. - Some classes having are much harder to get off the ground than others, unless you find the perfect equips, due t...
- Tue Aug 06, 2013 11:02 pm
- Forum: Ideas
- Topic: Talent and equipent prereqs use only PERMANENT ability score
- Replies: 29
- Views: 7544
Re: Talent and equipent prereqs use only PERMANENT ability s
I think the stat requirement system is currently in a really good spot. It gives you flexibility in how you can build your characters, but doesn't make things too easy like removing requirements entirely would. It increases the amount of equipment that is useful to your character by a considerable a...
- Tue Aug 06, 2013 9:28 am
- Forum: Ideas
- Topic: Talent and equipent prereqs use only PERMANENT ability score
- Replies: 29
- Views: 7544
Re: Talent and equipent prereqs use only PERMANENT ability s
My biggest concern is that this would severely limit playstyle flexibility of many classes. Take equipment out of the picture and your talent prereqs will practically decide your stat investments for you. It will also make life considerably more difficult for classes with a wide stat spread, while l...
- Mon Aug 05, 2013 1:02 pm
- Forum: Ideas
- Topic: Marauder Improvements
- Replies: 9
- Views: 4800
Marauder Improvements
It seems like there's a general consensus that Marauders are one of the worst classes in the game, but how do we go about fixing them? After spending some time playing Marauders, there are a few issues that I feel already stand by a considerable degree, so I figured I'd make a thread to discuss and/...
- Sun Aug 04, 2013 11:17 pm
- Forum: Bugs Archive
- Topic: [1.0.4] Stuck at loading screen when starting the game.
- Replies: 6
- Views: 1970
Re: [1.0.4] Stuck at loading screen when starting the game.
Great success! I managed to solve the issue. The problem seems to have stemmed from the fact that my ToME 4 game folder was inside my user/downloads directory, however I have two completely different user/downloads directories with the same name (don't ask me how that happened, I don't know either.)...
- Sun Aug 04, 2013 8:27 am
- Forum: Ideas
- Topic: Adjusting Staff Combat/Mindstar Mastery training cost.
- Replies: 22
- Views: 8365
Re: Adjusting Staff Combat/Mindstar Mastery training cost.
I can't speak for staves, but Mindstars are quite capable dual wield weapons, especially for a class like Cursed who has no Dual Weapon talent tree for 100% offhand effectiveness. (Although physical weapons have benefits of their own, such as Stone and Rampage synergy.) They actually make a decent c...
- Sun Aug 04, 2013 4:06 am
- Forum: Ideas
- Topic: Adjusting Staff Combat/Mindstar Mastery training cost.
- Replies: 22
- Views: 8365
Re: Adjusting Staff Combat/Mindstar Mastery training cost.
^Considering you can get Combat Training for 50g, it already is. Casters just don't ever use greatswords because, well, they're casters.