Search found 21 matches
- Sat Jan 18, 2014 4:45 pm
- Forum: Ideas
- Topic: Mindslayer changes
- Replies: 26
- Views: 7011
Re: Mindslayer changes
It is rather odd that mindlash seems to be one of their strongest talents despite apparently being something they aren't very good at. I think part of the problem is the linear scaling on mindstar/gem tier. Make it square root-ish scaling like talent level and they will seem rather less attractive.....
- Sat Jan 18, 2014 4:10 pm
- Forum: Dumb Questions
- Topic: Can no longer auto attack
- Replies: 4
- Views: 1277
Re: Can no longer auto attack
I don't play with the mouse so I'm not really sure what the default behavour is, but if you press 'm' you get a list of all your talents and which hotkey they're assigned to. "Attack" is usually the only one in the active talents section that isn't assigned to anything. Right-click on it a...
- Thu Jan 16, 2014 1:57 am
- Forum: General Discussion
- Topic: Time to update guides and wiki
- Replies: 43
- Views: 24435
Re: Time to update guides and wiki
I haven't the slightest clue how you got from [X to Y] Perhaps it wasn't clear: I looked at a bunch of simple direct damage talents. This did not include those based on weapon damage like shield pummel. I suspect it covers most spells and spell-like things. You've got 4 equations and 1 table, but n...
- Thu Jan 16, 2014 12:44 am
- Forum: General Discussion
- Topic: Time to update guides and wiki
- Replies: 43
- Views: 24435
Re: Time to update guides and wiki
If anyone can go into that Lua source and come up with a simple human-readable description of how they work, that person will be revered as a demigod. I'm fairly convinced, at this point, that it's beyond my ability to do it. Eh, it doesn't look that hard to get a decent approximation. The followin...
- Wed Jan 15, 2014 9:55 pm
- Forum: Ideas
- Topic: Change Gestures
- Replies: 13
- Views: 5084
Re: Change Gestures
Okay, maybe I wasn't clear about what your suggestion was. Because currently gesture of pain replaces your melee attack with a mind power. Am I to understand that you're suggesting the mind power be in addition to a melee attack? And that it should give you another talent to project both the power a...
- Wed Jan 15, 2014 6:21 pm
- Forum: Ideas
- Topic: Improve Transmog chest for alchemists
- Replies: 18
- Views: 5239
Re: Improve Transmog chest for alchemists
That's not how quivers work, which is what I suggested. Have the alchemist equip the gem to the quiver slot and use his convert skill to make bombs, not destroying the gem. Yes, I'm aware that some of the other skills use gems. I don't think that's a problem. My issue with the current system is that...
- Wed Jan 15, 2014 6:02 pm
- Forum: Ideas
- Topic: Improve Transmog chest for alchemists
- Replies: 18
- Views: 5239
Re: Improve Transmog chest for alchemists
Sure, I agree with that. Besides which if you're not transmuting them the transmutation chest has no reason to be involved. But really I think the current system is to blame. Make gems "reload" indefinitely like quivers and this would go away. It's a slight buff alchemists might well not n...
- Wed Jan 15, 2014 5:13 pm
- Forum: Ideas
- Topic: Change Gestures
- Replies: 13
- Views: 5084
Re: Change Gestures
Ranged melee attack? So ... staff combat with mindstars? Also that would seem to suggest synergy with psiblades rather than making them irrelevant. These may or may not be good things. I'm not sure why you think overwriting the bump attack with a mind power that stuns is unfitting given that they mo...
- Wed Jan 15, 2014 8:50 am
- Forum: Ideas
- Topic: Improve Transmog chest for alchemists
- Replies: 18
- Views: 5239
Re: Improve Transmog chest for alchemists
Aren't gems the only non-renewable combat resource in the game? I don't find it surprising that people hoard them, even if it's totally irrational. When I first played an alchemist I worried about using them up too.
- Tue Jan 14, 2014 9:25 pm
- Forum: Ideas
- Topic: Assorted Class ideas
- Replies: 16
- Views: 5163
Re: Assorted Class ideas
Can't comment on 1, as I haven't really played necromancers. Or undead, really. For 2 I think the problem is that they're called psiblades and that psi powers exist. The rest of the tree is nature themed. Giving psi a separate tree as per 3 might help, if it were distinct enough. Doomed already have...
- Mon Jan 13, 2014 2:07 pm
- Forum: General Discussion
- Topic: Question About Altering Shockbolt Tiles
- Replies: 9
- Views: 2781
Re: Question About Altering Shockbolt Tiles
Sounds like the problem was with re-compression, not de-compression. A small change in file size isn't particularly strange - even if the files haven't changed they could be packed in a different order, which changes things. If the difference is significant then I'd guess you used a different algori...
- Mon Jan 13, 2014 8:36 am
- Forum: Ideas
- Topic: Suppress automatic actions during wild speed
- Replies: 2
- Views: 979
Re: Suppress automatic actions during wild speed
I agree. And as I suggested the other day, I think it should cover talents set to be used automatically too.
- Mon Jan 13, 2014 8:23 am
- Forum: Ideas
- Topic: Splitting the Campaign into Part 1 & Part 2
- Replies: 30
- Views: 12330
Re: Splitting the Campaign into Part 1 & Part 2
That looks good: portioning up the game to cordon off newbie traps and help give a sense of progress seems like a much better suggestion to me. How would they be marked? A big graphical lore like the one you get descending below lake Nur?
- Sun Jan 12, 2014 9:19 am
- Forum: Ideas
- Topic: Splitting the Campaign into Part 1 & Part 2
- Replies: 30
- Views: 12330
Re: Splitting the Campaign into Part 1 & Part 2
I'm not really sure what you hope a part 2 start will achieve. If the first part is too long, the obvious correction is to make it shorter. My suggestion is that the game randomly give you access some dungeons but not others. This makes the game shorter and more varied (which I think are both plusse...
- Fri Jan 10, 2014 10:25 pm
- Forum: Ideas
- Topic: Wilderness Changes
- Replies: 3
- Views: 1035
Re: Wilderness Changes
Put upper limits on zones (mostly starter zones to start, but eventually covering all zones): I have been thinking of an idea that's similar, but not the same. It's optimal to visit all the tier 1 dungeons you can, but after two or three you pretty much just roll through the rest to soak up some ex...