Psychoportation!Doctornull wrote:Anything else that ought to be on the Torque?

Why a mindblast torque, though? Just for a decent direct-damage dealing early-game source?
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Psychoportation!Doctornull wrote:Anything else that ought to be on the Torque?
The Revanchist wrote:Psychoportation!Doctornull wrote:Anything else that ought to be on the Torque?
Exactly, I love the ability to have armor-ignoring ranged damage. I reroll my Nightmare and Insane melee characters if I don't find one in Zigur.The Revanchist wrote:Psychoportation!Doctornull wrote:Anything else that ought to be on the Torque?
Why a mindblast torque, though? Just for a decent direct-damage dealing early-game source?
I completely agree with this. The Undead and Yeek starts are both atrocious and in need of serious reworks. It's important to recognize that rares should be a relative challenge, but they shouldn't have such awkward balance with a few classes of rares being way better than the rest.Plak wrote:It's not just about a few rares being too strong, but also the rest of them being comparatively weak and non-rare enemies posing not posing much of a threat, at least on Nightmare. I think the game is balanced well enough on Normal, but the difficulty scaling could benefit from being tweaked. Off the top of my head, solipsist, archer, doomed, summoner and necromancer need to be looked at. Call Shadows (and probably summoning in general) must have some bad interactions with the difficulty scaling mechanics, because there is no reason for shadows to get such a ridiculous boost in power. This alone makes The Withering Thing so much more dangerous than any other t1 boss, and why you should stay away from the heart of the gloom until way later. The ritch queen's blight spit needs a nerf, fighting her is silly more than rewardingly difficult. The Worm That Walks is overpowered even for a horror, but I don't really have an issue with the game having one easily recognizable OH S*%T TELEPORT TELEPORT rare monster species.
Unless I'm missing something obvious, most undead melee characters are outright unviable on higher difficulties due to simply not being able to get out of the starting dungeon. Adventurer parties on Nightmare is a game of one mouse and many cats that you can't prepare for, and if you're playing a Ghoul you must accept even more unavoidable deaths until you can find some +mov speed equipment.
Similarly, have the talent level multiplier not apply to summoned enemies (level 60 Shadow Blindsides are a little silly).HousePet wrote:Cap the number of extra talent levels that can be granted by the difficulty modifier.
Rares start with more talents at base and then get more free talent levels (than a regular creature) at the moment.
Are summons double-dipping on the multiplier at present?bpat wrote:Similarly, have the talent level multiplier not apply to summoned enemies (level 60 Shadow Blindsides are a little silly).HousePet wrote:Cap the number of extra talent levels that can be granted by the difficulty modifier.
Rares start with more talents at base and then get more free talent levels (than a regular creature) at the moment.
That would cost me another life lolHousePet wrote:Seeing the stats on that enemy would be helpful.