(b33) There's something generally wrong with talent levels

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martinuzz
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(b33) There's something generally wrong with talent levels

#1 Post by martinuzz »

1) my 3/5 (actual level 3.9) Assemble got me a runed bone giant. It should not do that until spell level 6
2) I could cast level 1/5 Arcane eye on an enemy, and it followed him around. Again, should not do it before higher level
3) another player reported that his golem had 4 rune slots, while his talent level for it was only at 1/5

I can only get 1 minion at level 1/5 though, so not everything is affected

shooth
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Re: (b33) There's something generally wrong with talent leve

#2 Post by shooth »

Seeing similar things, thought I was crazy.
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edge2054
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Re: (b33) There's something generally wrong with talent leve

#3 Post by edge2054 »

Same with Arcane Eye on my necromancer now that I think about it. I accidentally cast it on a bandit and saw it move with him (even though I only had the talent at level 1).

darkgod
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Re: (b33) There's something generally wrong with talent leve

#4 Post by darkgod »

Send me savefiles exhibiting the problem please
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darkgod
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Re: (b33) There's something generally wrong with talent leve

#5 Post by darkgod »

1) I cant seem to reproduce this one
2) fixed
3) Where is the bug ? golems have 3 slots and 3 more are bouth at level 1, 3 and 5
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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martinuzz
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Re: (b33) There's something generally wrong with talent leve

#6 Post by martinuzz »

1) I've created 2 more bone giants with the char, since I mailed you the save. Both times it were runed bone giants.
2) Awesome
3) Heh. Sorry, I'm not too familiar with alchemist talents, it's like more than 10 betas ago that I played one. The person reporting it in game chat sounded surprised at the 4 slots.

martinuzz
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Re: (b33) There's something generally wrong with talent leve

#7 Post by martinuzz »

It seems the problem lies specifically with talent level 3/5
at 1/5, and 2/5, I made normal bone giants
at 3/5 every single bone giant I made was a runed bone giant
I just raised the skill to 4/5, and it's back to 'normal', producing eternal bone giants as it should.

The save I sent you has the assemble skill at 2/5, so to reproduce it you might have to level up first

Aquillion
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Re: (b33) There's something generally wrong with talent leve

#8 Post by Aquillion »

While the golem thing is not a bug, it does highlight one issue: I think it ought to be made more clear to players that their golem starts with three rune slots. That's a pretty big deal (putting two good shield runes in those slots can make a dramatic difference in your golem's power).

darkgod
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Re: (b33) There's something generally wrong with talent leve

#9 Post by darkgod »

But *everybody* starts with 3 slots, it's just like the player
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Miruko
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Re: (b33) There's something generally wrong with talent leve

#10 Post by Miruko »

according to the topic, here a phase door bug with a level 1 archmage, it allows me to select the landing zone, which is a feature of level 3 or above if i'm correct...
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darkgod
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Re: (b33) There's something generally wrong with talent leve

#11 Post by darkgod »

That's a feature of the abashed expanse, the zone is so full of magic it boosts your phase door (your cooldown & mana cost is also altered).
The quest & Tarelion mention it too ;)
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Miruko
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Re: (b33) There's something generally wrong with talent leve

#12 Post by Miruko »

oh, my mistake, sorry.

Talonj
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Re: (b33) There's something generally wrong with talent leve

#13 Post by Talonj »

darkgod wrote:But *everybody* starts with 3 slots, it's just like the player
Not quite obvious, having just started a few days ago I quickly tried to use an infusion on my golem, which doesn't work, but isn't specified anywhere. Since in the early early game, the only survivability incriptions are infusions, they're the only ones you'd want on your golem anyway. On finding that they didn't work, then finding a skill that specifically adds rune slots, I assumed that I could not add anything.

Not to mention that since "5 is the max" is noted in at least one place in game, and if they started with 3 then they would end up with 6, which is over the max. Therefore, intuitively, I thought they would start with none, which would allow them to gain 3 more and still stay under "the max." I didn't realize that they actually did start with 3 until reading spoilers in the forums.

So I'd conclude, as a new player who had no idea, that it is -not- obvious.

Suggestion to fix: Add "for a maximum of 6" to the end of Runic Golem's description.

martinuzz
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Re: (b33) There's something generally wrong with talent leve

#14 Post by martinuzz »

update on the bone giant

I now got the talent level to 5/5, and there's a difference between runed bone giants created at level 3/5 and those I create now.

The runed bone giants I created at level 3/5 were not elite.
The new one at level 5/5 is elite.

Aquillion
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Re: (b33) There's something generally wrong with talent leve

#15 Post by Aquillion »

Talonj wrote:
darkgod wrote:But *everybody* starts with 3 slots, it's just like the player
Not quite obvious, having just started a few days ago I quickly tried to use an infusion on my golem, which doesn't work, but isn't specified anywhere. Since in the early early game, the only survivability incriptions are infusions, they're the only ones you'd want on your golem anyway. On finding that they didn't work, then finding a skill that specifically adds rune slots, I assumed that I could not add anything.

Not to mention that since "5 is the max" is noted in at least one place in game, and if they started with 3 then they would end up with 6, which is over the max. Therefore, intuitively, I thought they would start with none, which would allow them to gain 3 more and still stay under "the max." I didn't realize that they actually did start with 3 until reading spoilers in the forums.

So I'd conclude, as a new player who had no idea, that it is -not- obvious.
Seconding this. I was someone else who didn't realize it at first. The golem already lacks a lot of stuff that 'normal' characters take for granted, after all (like every equipment slot but weapon, shield, and armor.)
Suggestion to fix: Add "for a maximum of 6" to the end of Runic Golem's description.
I'd suggest just adding "Even without this talent, Golems start with three rune slots" to it, just like Golem Resilience specifically notes that a Golem can wear any sort of armor even without it.

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