I sort of agree, but under the current system I'm pretty sure people would still be autocasting if everything were groups and/or rare+ mobs.donkatsu wrote:As an aside, I think the existence of lone mooks in the first place is kind of dumb, and if they didn't exist then we wouldn't be having this conversation.
Search found 13 matches
- Thu Nov 27, 2014 11:53 pm
- Forum: Ideas
- Topic: Celestial Resources (Anorithil & Sun Paladin)
- Replies: 45
- Views: 15431
Re: Celestial Resources (Anorithil & Sun Paladin)
- Thu Nov 27, 2014 11:48 pm
- Forum: Ideas
- Topic: Celestial Resource Final Thread
- Replies: 55
- Views: 30878
Re: Celestial Resource Final Thread (Hopefully)
To be clear, I only offered my system as a very general outline. I think donkatsu's Luminosity system is a much more concrete implementation of the basic idea I was going for, so I would suggest that my option be removed from the poll, or that any votes for my system be counted toward donkatsu's tal...
- Thu Nov 27, 2014 2:22 am
- Forum: Ideas
- Topic: Celestial Resources (Anorithil & Sun Paladin)
- Replies: 45
- Views: 15431
Re: Celestial Resources (Anorithil & Sun Paladin)
I want to start by making sure I understand your system correctly. The current light nukes (Searing Light, Firebeam, etc.) and Twilight Surge generate 1 solar point and increase negative energy when they hit. Defensive light spells like Barrier and Providence generate 1 solar point if an enemy is ne...
- Wed Nov 26, 2014 7:36 pm
- Forum: Ideas
- Topic: Celestial Resources (Anorithil & Sun Paladin)
- Replies: 45
- Views: 15431
Re: Celestial Resources (Anorithil & Sun Paladin)
Any changes won't be in isolation. That can easily be dealt with. (also Barrier is a Sun spell) Fair enough, but the same applies to some of your responses in the other thread .-. And yes, Barrier/Bathe in Light are Sun spells, but I found myself either precasting them before engaging, or using the...
- Wed Nov 26, 2014 7:29 am
- Forum: Ideas
- Topic: Celestial Resources (Anorithil & Sun Paladin)
- Replies: 45
- Views: 15431
Re: Celestial Resources (Anorithil & Sun Paladin)
I just ended a NM/RL run as anorithil (died at 30 T.T) so I want to offer my thoughts based on my experience in the early- to mid-game. I don't think a combo point system is the way to go for this class. While I was playing, it felt absolutely crucial that I be able to disable enemies on turn 1. The...
- Sun Nov 23, 2014 5:50 am
- Forum: Ideas
- Topic: Anorithil resource system
- Replies: 71
- Views: 20751
Re: Anorithil resource system
Half of the Anorithil talents can be used with no energy. Housepet, the more powerful abilties (as in all your main damage abilities from the darkness trees) require you to have energy. Various abilities can be used at no or negative cost, but the abilities you want to use require energy. This is g...
- Sat Nov 22, 2014 7:39 pm
- Forum: Ideas
- Topic: Anorithil resource system
- Replies: 71
- Views: 20751
Re: Anorithil resource system
It's actually a negative feedback loop. Darkness spells generate luminosity (negative energy cost => more positive energy => more luminosity), and are powered by having low luminosity, so they get weaker if you only use negative spells. The Sun tree consumes luminosity now, and is powered by having...
- Sat Nov 22, 2014 4:22 pm
- Forum: Ideas
- Topic: Anorithil resource system
- Replies: 71
- Views: 20751
Re: Anorithil resource system
To be clear, my proposal wasn't a "change the resource system and the class is fixed" type of deal. I'd like to see a fairly comprehensive overhaul of anorithil, and a non-derpy resource system needs to be the foundation for that. Some general comments on the thread so far: I like a lot of...
- Sat Nov 22, 2014 5:01 am
- Forum: Ideas
- Topic: Anorithil resource system
- Replies: 71
- Views: 20751
Anorithil resource system
The positive/negative energy system is...wonky. There's very little use for positive energy other than a small amount for circles and the magic number 15 for Twilight, so negative energy is the only real resource; there wouldn't be much difference if you removed positive energy entirely and just had...
- Tue Oct 28, 2014 10:04 pm
- Forum: Bugs Archive
- Topic: Graphics issues when I get an achievement for the first time
- Replies: 1
- Views: 905
Graphics issues when I get an achievement for the first time
Strange things happen to my UI whenever I get an achievement for the first time...some text gets drop-shadowed and dialogs get doubled, and cooldown indicators turn opaque white. I don't have it in the screenshot, but healthbars seem to turn white as well. It's fine after I quit and restart the game...
- Mon Oct 27, 2014 10:00 pm
- Forum: Bugs Archive
- Topic: Can't leave Hallowed Fields
- Replies: 12
- Views: 6175
Re: Can't leave Hallowed Fields
I've done > on every square in the room and gotten "there is no exit from this level here" or whatever...was it a portal you just stepped into or did you have to use it like a stairway?Enzan wrote:Have all of you tried standing where the plumpkin was?
- Sun Oct 26, 2014 8:03 pm
- Forum: Bugs Archive
- Topic: Can't leave Hallowed Fields
- Replies: 12
- Views: 6175
Re: Can't leave Hallowed Fields
Having the same problem here :\
- Sun Oct 26, 2014 7:44 pm
- Forum: Bugs Archive
- Topic: Can't leave Hallowed Fields
- Replies: 12
- Views: 6175
Re: Can't leave Hallowed Fields
My summoner's having the same issue :\