Search found 41 matches

by Winddbourne
Tue Aug 11, 2020 5:59 pm
Forum: Bugs Archive
Topic: [1.6.7] Krog Shadowblade & the non antimagic character
Replies: 1
Views: 729

[1.6.7] Krog Shadowblade & the non antimagic character

It's great that we get warned when we start a character that has the anti-magic tree, and magic trees since you can't invest in both . . . but unlike when we take the quest in Zigur we don't start with a point in Anti-magic and in the past we could skip it. I was amused a while back to read about so...
by Winddbourne
Mon Aug 10, 2020 5:48 pm
Forum: Bugs Archive
Topic: [1.6.7+] Hostile novice mage
Replies: 4
Views: 1191

Re: [1.6.7+] Hostile novice mage

Thanks for fixing this Dark God! As a side note could we get an option to simply give the novice mage his magic item within the first dialogue if we already have it? This is a really small thing but it feels kind of clunky when I have to go out of conversation and then right back in to hand him an i...
by Winddbourne
Sat Aug 08, 2020 3:09 am
Forum: Bugs Archive
Topic: [1.6.7] Boots of moving slowly not stacking beyond 1
Replies: 1
Views: 596

[1.6.7] Boots of moving slowly not stacking beyond 1

The boots are supposed to gain 2 armor and 2 defense each turn that you don't move up to a total of twelve . . . and this works if I just click on myself to skip the turn. But if I actually attack it never goes beyond the first stack. This even happens when my Bulwark has Last Stand active and is pr...
by Winddbourne
Sun Jan 28, 2018 5:37 pm
Forum: Ideas
Topic: The Necromancer needs a Complete rewrite
Replies: 16
Views: 13294

Re: The Necromancer needs a Complete rewrite

Obviously I think the necromancer should be a VIM using class, and to solve the problem of not having any good support talents I would start him off with both hex and curse so he can better support his undead army in battle. After that I'd replace the entire grave tree (vampirism) with Vile Life, an...
by Winddbourne
Sun Jan 28, 2018 4:24 pm
Forum: Ideas
Topic: The Necromancer needs a Complete rewrite
Replies: 16
Views: 13294

The Necromancer needs a Complete rewrite

The necromancer is my least favorite class, and looking at the mage forums I'm not the only one who thinks so. I've seen a lot of suggestions for "fixing the class" but I don't think it needs fixing. It simply doesn't fit in the game at all anymore. First with the class uses the wrong reso...
by Winddbourne
Fri May 12, 2017 2:16 pm
Forum: Ideas
Topic: Make the "Imps Claw" a light rather than a tool
Replies: 14
Views: 6698

Re: Make the "Imps Claw" a light rather than a tool

Tooth of the mouth is good for early game corrupters and Reavers. It gives a 4% bonus to blight damage which is their main damage type, and adds 15 blight damage to enemies when hit. For reavers it pairs up especially well with another early game relic: Skullcleaver which gives another 8% blight dam...
by Winddbourne
Fri May 12, 2017 9:54 am
Forum: Ideas
Topic: Make the "Imps Claw" a light rather than a tool
Replies: 14
Views: 6698

Re: Make the "Imps Claw" a light rather than a tool

A light level one, see invisible, and low end flame is pretty bad regardless. At low levels in the tool slot it's competing with things like the tooth of the mouth, telekinetic core, and eye of the dreaming one. Even most of the picks have decent stat boosts, torques act like an extra rune/infusion ...
by Winddbourne
Thu May 11, 2017 3:26 pm
Forum: Ideas
Topic: We need a different start for Reavers and Corrupters
Replies: 6
Views: 5249

We need a different start for Reavers and Corrupters

I think this every time I start a new corrupter; especially if it is a Shalore elf. Yes making a pilgrimage to the Scintillating Caves makes sense. You collect all of the great lore about the discovery of corruption and perhaps a friendly giant crystal grants you new insights at the end . . . that f...
by Winddbourne
Thu May 11, 2017 12:54 pm
Forum: Ideas
Topic: Make the "Imps Claw" a light rather than a tool
Replies: 14
Views: 6698

Make the "Imps Claw" a light rather than a tool

"The battered remains of a flame imps hand. It still burns with that unnatural flame." Light radius +1 See Stealth +10 Can be used to activate talent flame. Every time I get this thing I think to myself that it should be a light rather than a tool. It simply doesn't fit well into the "...
by Winddbourne
Mon May 08, 2017 11:30 am
Forum: Ideas
Topic: Remove mana drain from Shadow Combat
Replies: 7
Views: 3625

Re: Remove mana drain from Shadow Combat

A shadow copy showing up after every single hit seems a bit over powered compared to the other skills listed. It would have to be given a VERY low spawn chance; especially considering how early you get the skill. The necromancer doesn't get a shadow copy spell until level eighteen and even with that...
by Winddbourne
Fri May 05, 2017 8:36 pm
Forum: Ideas
Topic: Make Staff Mastery the first talent in Staff Combat
Replies: 4
Views: 3203

Re: Make Staff Mastery the first talent in Staff Combat

Thinking about this it seems like the current staff combat tree is trying to do two different jobs. Staff Mastery, Defensive Posture, and Blunt Thrust are all talents that objectively are physical techniques; not magic. You might be able to buy these at the same time you buy archery training or gene...
by Winddbourne
Thu May 04, 2017 4:34 pm
Forum: Ideas
Topic: Change the skill selection for paladin escorts
Replies: 9
Views: 7096

Re: Change the skill selection for paladin escorts

One should be worried about this re-balance in general. Previously each chant was a separate skill. That means they each were balanced individually. Now they are subsets of a single skill and you need to pay a balance cost for both that utility and the ten point discount to getting all talents to le...
by Winddbourne
Tue May 02, 2017 3:45 pm
Forum: Ideas
Topic: Change the skill selection for paladin escorts
Replies: 9
Views: 7096

Change the skill selection for paladin escorts

(Current version 1.5.3) The recent updates have significantly altered the paladin's iconic chants tree. Unfortunately the paladin escort is still offering a 1 point buff to chant of fortitude or chant of fortress. This was very confusing to me. When I take a point of either skill do I get a buff onl...
by Winddbourne
Mon Jan 16, 2017 1:25 pm
Forum: Metaclass: Rogues
Topic: Stealth Mechanic Clarifications
Replies: 13
Views: 22184

Re: Stealth Mechanic Clarifications

Weird and interesting. As I'm understanding this thread stealth thus becomes a very late bloomer. * For the first three levels it is only giving a minor defensive benefit. * For levels 4-9 it is giving one automatic critical strike with a bonus ranking from ~+14-71% extra critical damage; not quite ...
by Winddbourne
Sun Jan 10, 2016 4:49 am
Forum: Ideas
Topic: Poisons where they make more sense
Replies: 1
Views: 2031

Poisons where they make more sense

Right now the poison tree is available to the rogue . . . who specializes in killing fast. It also is available to the archer who seems to make more sense but also kills really fast with devastating levels of damage. Fast killing characters really don't seem like the best place for a DoT skill tree ...