Search found 51 matches
- Thu Feb 18, 2021 7:57 pm
- Forum: Development
- Topic: Doomed v1.7B4 Feedback
- Replies: 8
- Views: 9873
Re: Doomed v1.7 Feedback and Bugs
Just wanted to bump this to point out that many of the formerly mentioned issues are still a problem. 1. Dark Sight targeting still broken 2. Fade isn't working on PC Shadows. It works for NPCs, and the Necromancers shadows, but not for a PC Doomed shadows. 3. Terrors lack any offensive abilities, a...
- Fri Sep 11, 2020 4:03 pm
- Forum: Bugs Archive
- Topic: Shadow Fade isn't working. v1.7
- Replies: 11
- Views: 2068
Re: Shadow Fade isn't working. v1.7
That is interesting. I wonder if the addition of the Necro's shadows have somehow messed with the Doom Shadows. Like there is a fail reference to the fade ability the Shadows are trying to use that may no longer exist.
- Wed Sep 09, 2020 9:36 pm
- Forum: Bugs Archive
- Topic: Shadow Fade isn't working. v1.7
- Replies: 11
- Views: 2068
Re: Shadow Fade isn't working. v1.7
If you don't mind, could you post a screen shot of the log and which line shows them using Fade?
- Wed Sep 09, 2020 9:26 pm
- Forum: Bugs Archive
- Topic: Shadow Fade isn't working. v1.7
- Replies: 11
- Views: 2068
Re: Shadow Fade isn't working. v1.7
Well, I keep sending them at enemies with Adv. Shadowmancy Stone ability, and have never once seen them use it. Perhaps that ability "berserks" them into not using it. I will try again and just passively idle around some enemies to see if they use it.
- Wed Sep 09, 2020 6:31 pm
- Forum: Bugs Archive
- Topic: Shadow Fade isn't working. v1.7
- Replies: 11
- Views: 2068
Re: Shadow Fade isn't working. v1.7
What you may be seeing is them "Fading for a moment... and Reforming again" That is the reform ability, not the fade ability.
- Wed Sep 09, 2020 6:29 pm
- Forum: Bugs Archive
- Topic: Shadow Fade isn't working. v1.7
- Replies: 11
- Views: 2068
Re: Shadow Fade isn't working. v1.7
I am currently in an Infinite Dungeon run, and I don't see them using it. They died very fast until I upgraded them with Blight Summons, and the bone shield that comes with that.
- Wed Sep 09, 2020 6:27 pm
- Forum: Bugs Archive
- Topic: Adv. Shadowmancy Damage Source
- Replies: 3
- Views: 1050
Re: Adv. Shadowmancy Damage Source
I can confirm it does use your mental crit chance, but everything else is based on the shadows attributes. Cursed Bolt by itself is rather lackluster, but when you combine it with Madness and Gesture of Malice, which can easily get an enemy to -100% Mind Resistance in 1-3 turns, it can really shine....
- Tue Sep 08, 2020 1:44 pm
- Forum: Bugs Archive
- Topic: Many Doom abilities do not work/scale properly with Adept1.7
- Replies: 6
- Views: 1442
Re: Many Doom abilities do not work/scale properly with Adep
Not to mention that cunning/survival is locked, which requires another cat point. Unless you are lucky early on with track on an item or a rogue escort, you desperately need it on higher difficulties (Insane or Madness). On my latest infinite dungeon run, I did get lucky with a lite with track early...
- Mon Sep 07, 2020 9:42 pm
- Forum: Bugs Archive
- Topic: Shadow Fade isn't working. v1.7
- Replies: 11
- Views: 2068
Re: Shadow Fade isn't working. v1.7
Can anyone else confirm they are encountering this?
- Sun Sep 06, 2020 9:44 pm
- Forum: Bugs Archive
- Topic: Many Doom abilities do not work/scale properly with Adept1.7
- Replies: 6
- Views: 1442
Re: Many Doom abilities do not work/scale properly with Adep
Well, Adept 1.7 is anything but lack luster. If you haven't tried it, check it out.
- Sun Sep 06, 2020 8:02 pm
- Forum: Bugs Archive
- Topic: Ghoul Retch duration is incorrect
- Replies: 4
- Views: 1093
Re: Ghoul Retch duration is incorrect
https://steamcommunity.com/sharedfiles/ ... 2221708148
You can see in the image my cooldown is at 11 and the retch disappeared.
I forgot to note that I am using v1.7
You can see in the image my cooldown is at 11 and the retch disappeared.
I forgot to note that I am using v1.7
- Sun Sep 06, 2020 7:56 pm
- Forum: Bugs Archive
- Topic: Many Doom abilities do not work/scale properly with Adept1.7
- Replies: 6
- Views: 1442
Re: Many Doom abilities do not work/scale properly with Adep
Not really. If you look up on the website, on Insane difficulty, there are very very few wins for Doomed. https://te4.org/characters-vault?tag_name=&tag_level_min=&tag_level_max=&tag_winner=winner&tag_difficulty%5B%5D=36&tag_class%5B%5D=29&tag_official_addons=1&page=0 18/...
- Sun Sep 06, 2020 7:31 pm
- Forum: Bugs Archive
- Topic: Adv. Shadowmancy Damage Source
- Replies: 3
- Views: 1050
Adv. Shadowmancy Damage Source
I am not sure if I can say this is a bug or just an oversight, but I will post it here. I have noticed a very interesting thing. For a while now, a major problem with Adv. Shadowmancy (AS), in my opinion, has been that the source of damage comes from the shadows themselves. While this does have some...
- Sun Sep 06, 2020 6:10 pm
- Forum: Bugs Archive
- Topic: Refunding Class Points v1.7B4
- Replies: 2
- Views: 1070
Re: Refunding Class Points v1.7B4
To elaborate, sometimes, 1 point becomes unrefundable. I know when I can and can't refund. So I put in 4, but sometimes I can only pull out 3. Nothing else has had points put into it.
- Sun Sep 06, 2020 5:36 pm
- Forum: Bugs Archive
- Topic: Many Doom abilities do not work/scale properly with Adept1.7
- Replies: 6
- Views: 1442
Many Doom abilities do not work/scale properly with Adept1.7
I have been doing some doom runs with v1.7 on the infinite dungeon, and am using Adept this time around, as I notice many wins almost always have adept (Old version). This also tells me that perhaps the class is too dependent on Adept because too many abilities require very heavy investment. Anyhow,...