Divination changes (svn 1840)

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darkgod
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Re: Divination changes (svn 1840)

#16 Post by darkgod »

Archmages have an *ULTRA UBER EXTRA VERY VERY TOO EASY* time in the maze
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overtrix
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Re: Divination changes (svn 1840)

#17 Post by overtrix »

Granted. Need some cash in a hurry ? ... to the maze James, and don't spare the horses !

... but repaid in full when you go to walk among the exotic plantlife - elite berserkers, it's as though someone shipped in a lorryload of traps from the Nether Realm.

Mithril
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Re: Divination changes (svn 1840)

#18 Post by Mithril »

darkgod wrote:Archmages have an *ULTRA UBER EXTRA VERY VERY TOO EASY* time in the maze
Most dungeon layout difficulties felt optional last time I played an archmage with controlled phase door. Granted, some time ago so things may have changed. Just divine a location without monsters, used PD to go there, repeat, eventually arrive at the stars down with no or very little fighting if you prefer. Thus you can quickly go to the final level and kill the boss. Works in the maze, lair, prides...

Kats
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Re: Divination changes (svn 1840)

#19 Post by Kats »

Mithril wrote:
darkgod wrote:Archmages have an *ULTRA UBER EXTRA VERY VERY TOO EASY* time in the maze
Most dungeon layout difficulties felt optional last time I played an archmage with controlled phase door. Granted, some time ago so things may have changed. Just divine a location without monsters, used PD to go there, repeat, eventually arrive at the stars down with no or very little fighting if you prefer. Thus you can quickly go to the final level and kill the boss. Works in the maze, lair, prides...
He was probably talking about probability travel. A lot safer than even controlled PD.

Vee
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Re: Divination changes (svn 1840)

#20 Post by Vee »

Kats wrote:
Mithril wrote:
darkgod wrote:Archmages have an *ULTRA UBER EXTRA VERY VERY TOO EASY* time in the maze
Most dungeon layout difficulties felt optional last time I played an archmage with controlled phase door. Granted, some time ago so things may have changed. Just divine a location without monsters, used PD to go there, repeat, eventually arrive at the stars down with no or very little fighting if you prefer. Thus you can quickly go to the final level and kill the boss. Works in the maze, lair, prides...
He was probably talking about probability travel. A lot safer than even controlled PD.
If you got PT when going to the maze, you've leveled too much anyway.
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overtrix
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Re: Divination changes (svn 1840)

#21 Post by overtrix »

Once you get familiar with PT it takes a lot of situations out of the game - not to mention that these are environments someone's worked long and hard to 'get right' in the first place - so much so that it figures to opt against using it for some battles. Usually am not a big fan of nerfing things just to make the game harder, because the gameplay can suffer for folk who have particular likes or dislikes, but maybe PT needs a visit to make it less godlike. What if the increments involved not just distance (which could be notched down a bit anyway, since Level 2 currently covers almost all eventualities) but also reduced a fail rate ... at Level 1 a lot of your attempts at a probability move just bruise your nose and give baddies a go at you, then you get successively better at it until at Level 5 you (almost ?) always succeed - so this part of godliness is obtainable but at more of a price, stop it being a 'one point wonder'.

Mushroomhermit
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Re: Divination changes (svn 1840)

#22 Post by Mushroomhermit »

What if PT burned mana each time it was used in addition to the sustain cost? Maybe it could use more the farther you go.
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Re: Divination changes (svn 1840)

#23 Post by Final Master »

I like the idea of making it like spectres in T2. Having it sustained drops your max mana like it should, but when using it, it drains a % of your health. And, in agreement that the range allowed should be dropped upon all levels.
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