Search found 16 matches
- Tue Jun 10, 2014 10:20 pm
- Forum: Ideas
- Topic: Class Effectiveness
- Replies: 3
- Views: 1402
Re: Death Charts
reserved
- Tue Jun 10, 2014 10:19 pm
- Forum: Ideas
- Topic: Class Effectiveness
- Replies: 3
- Views: 1402
Re: Death Charts
reserved
- Tue Jun 10, 2014 10:19 pm
- Forum: Ideas
- Topic: Class Effectiveness
- Replies: 3
- Views: 1402
Class Effectiveness
******Under Construction****** UPDATE!:10/30/2014 After a break from the game I am back to finish my thread. I will take requests for addon makers who need metrics analyzed. I will be using Nehals metrics to gather my data. I hope you all look forward to this thread. Before we get down to the meat ...
- Wed Jun 04, 2014 4:33 am
- Forum: Ideas
- Topic: Preventing over the top skill point juggling
- Replies: 123
- Views: 47432
Re: Preventing over the top skill point juggling
Housepet if your serious. The reason you don't start at level 10 is because then what is the point of having levels 1-9? if your never level 1-9 then your technically...level one. The first level always has to be the first level. That's really the semantics of it. If you wanted the power of being le...
- Tue Jun 03, 2014 9:09 pm
- Forum: Ideas
- Topic: Difficulty Balancing
- Replies: 16
- Views: 6317
Re: Difficulty Balancing
Ya I think everyone should definitely try out the new balances. If DG is able to get me the type of data I was asking for. After everyone's played around enough times with the new balance of difficulties. I'll be able to come up with some good things for future updates.
- Tue Jun 03, 2014 9:06 pm
- Forum: Ideas
- Topic: Preventing over the top skill point juggling
- Replies: 123
- Views: 47432
Re: Preventing over the top skill point juggling
Ya that sounds about right Suslik. Hopefully that is a middle ground so that we can get this crutch out of the game. And a new useful feature into the game.
- Tue Jun 03, 2014 6:43 pm
- Forum: Ideas
- Topic: Preventing over the top skill point juggling
- Replies: 123
- Views: 47432
Re: Preventing over the top skill point juggling
Hmm. No that actually makes a lot of sense. I personally as someone who prefers a hardcore experience would definitely be open to the idea of being able to buyback all your points if you really had that much money. Takes away being able to buy some nice end game items. Maybe others would be willing ...
- Tue Jun 03, 2014 6:04 pm
- Forum: Ideas
- Topic: Preventing over the top skill point juggling
- Replies: 123
- Views: 47432
Re: Preventing over the top skill point juggling
Doctornull what did you think of my idea? I want to know if that's something that is somewhat catering to your play style. Maybe you might convince DG to combine the two. Spending money would be reserved for those who had to commit points to early skills they didn't want. Where as the training room ...
- Tue Jun 03, 2014 6:00 pm
- Forum: Ideas
- Topic: Difficulty Balancing
- Replies: 16
- Views: 6317
Re: Difficulty Balancing
I understand the mechanics of power creep. And this isn't the only thing to do to balance the game. But its part of the problem. And a great solution. Give me time to make the thread. When 1.2 is out and you'll see what I mean. If you can make all classes equally as fun and not frustrating to play. ...
- Tue Jun 03, 2014 9:06 am
- Forum: Ideas
- Topic: Difficulty Balancing
- Replies: 16
- Views: 6317
Re: Difficulty Balancing
Actually yes DG. This is exactly the type of chart I meant. Using something like this it's easy to tell which classes need balancing. And at what stage of the game their faltering. If we add up the total of the chart. Then turn each part of it into a percentage of the total. We will be able to see w...
- Tue Jun 03, 2014 8:49 am
- Forum: Ideas
- Topic: Difficulty Balancing
- Replies: 16
- Views: 6317
Re: Difficulty Balancing
Sorry if I wasn't clear darkgod. I was wanting to know if the statistics TOME keeps, track what I said in my original post. Basically every time a player dies before a certain level. Based on their class. To help in easily identifying and making future adjustments to any classes. For instance if the...
- Tue Jun 03, 2014 6:13 am
- Forum: Ideas
- Topic: Difficulty Balancing
- Replies: 16
- Views: 6317
Re: Difficulty Balancing
No one said anywhere that someone else should do the work? I certainly didn't. I don't think you should bring generalizations into the thread they don't really have any place here (referring to your first sentence). What I mentioned was something that the game is already doing (stat tracking). That ...
- Tue Jun 03, 2014 4:35 am
- Forum: Ideas
- Topic: Difficulty Balancing
- Replies: 16
- Views: 6317
Difficulty Balancing
This thread I created to separate the arguing over crutches and hard difficulties. Crutches SHOULD be removed completely. Anything currently being used as a crutch to make it through hard difficulties needs to be addressed. See this thread for some of the common crutch mechanics: http://forums.te4.o...
- Tue Jun 03, 2014 3:44 am
- Forum: Ideas
- Topic: Preventing over the top skill point juggling
- Replies: 123
- Views: 47432
Re: Preventing over the top skill point juggling
Not sure if I want to jump in on this extremely heated debate. But I might have a solution that slightly pleases both sides. Without crushing replayability. There IS a training room in the game. I propose that you can take as many skill points as you've saved. Go into the training room and allocate ...
- Sat May 24, 2014 1:52 am
- Forum: Development
- Topic: Call for Proposals: Improving Spells/Skills/Techniques GFX
- Replies: 16
- Views: 6918
Re: Call for Proposals: Improving Spells/Skills/Techniques G
I actually have a request. But it requires a potential mechanic change as well. Is there a way you could make "reverse projectile" gfx's for certain skills? Like Drain should start at the target and track back to you. Your absorbing stuff from them. It seems weird having it a projectile th...