Search found 16 matches

by RaginCajun
Tue Jun 10, 2014 10:20 pm
Forum: Ideas
Topic: Class Effectiveness
Replies: 3
Views: 1402

Re: Death Charts

reserved
by RaginCajun
Tue Jun 10, 2014 10:19 pm
Forum: Ideas
Topic: Class Effectiveness
Replies: 3
Views: 1402

Re: Death Charts

reserved
by RaginCajun
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 ...
by RaginCajun
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...
by RaginCajun
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.
by RaginCajun
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.
by RaginCajun
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 ...
by RaginCajun
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 ...
by RaginCajun
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. ...
by RaginCajun
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...
by RaginCajun
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...
by RaginCajun
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 ...
by RaginCajun
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...
by RaginCajun
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 ...
by RaginCajun
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...