I am doing an infinite dungeon run while waiting for the next update for the Necromancer and decided to do it with Doomed. Now I clearly remember why I haven't played them in a while.
Before discussing anything else, there is a major problem/bug with the class. I feel darkness is an absolute must for this class, but there is a problem with how darkness works with Dark Vision and obstacles. When you have some form of darkness in front of you, and you try to target an ability through it, the targeting is treated as if you still have no vision. Therefore, you target is the most direct straight line, which is fine if there are no walls/objects near that targeting line. However, if you are targeting near corners, or somethings is not blocking your line of sight, but along that most direct line, it will block your shot. This is VERY detrimental in combat.
I truly hope the former is a bug/oversight and not a feature, and will be resolved in future updates.
Doomed v1.7B4 Feedback
Moderator: Moderator
Re: Doomed v1.7B4 Feedback
Here are a couple screen shots to illustrate the situation with dark vision:
https://steamcommunity.com/sharedfiles/ ... 2212001982
https://steamcommunity.com/sharedfiles/ ... 2212001947
https://steamcommunity.com/sharedfiles/ ... 2212001982
https://steamcommunity.com/sharedfiles/ ... 2212001947
Re: Doomed v1.7B4 Feedback
That has to be an error...
Good catch!
Also, I loathe Darkness with Doomed and never use it, so I'd have never caught that.
Good catch!
Also, I loathe Darkness with Doomed and never use it, so I'd have never caught that.
Re: Doomed v1.7B4 Feedback
Darkness is the best. You must not discount that move speed bonus and vision block. Mixed with the Mental Tyranny prodigy and you will be getting plenty of madness effects, bonus damage, and vision blocking plus speed bonus so you can close in or back off.
That said, I do NOT like the last skill Dark Tendrils. It is TOOOOO SLOOOOW to get to target. I feel like this should be an added passive that is part of Dark Torrent and Creeping Darkness, where enemies that are hit or walk into the your darkness also get pinned. It is used plenty by the AI, and the fight is normally over by the time it reaches you, and then you just sit there for a few turns.
That said, I do NOT like the last skill Dark Tendrils. It is TOOOOO SLOOOOW to get to target. I feel like this should be an added passive that is part of Dark Torrent and Creeping Darkness, where enemies that are hit or walk into the your darkness also get pinned. It is used plenty by the AI, and the fight is normally over by the time it reaches you, and then you just sit there for a few turns.
Last edited by mar3usmc on Sat Aug 29, 2020 4:26 am, edited 3 times in total.
Re: Doomed v1.7B4 Feedback
Work in progress feedback notes.
Notes: Bonus Hate from items due to crits does not apply when using Advanced Shadowmancy abilities. Mind damage conversion from Mental Tyranny does not apply to Advanced Shadowmancy abilities. The problem probably is due to the damage being sources from the shadows, but it SHOULD instead be sourced from the Doomed character. This is rather major, as if you focus shadows, you will be using these abilities extensively.
Shadow's Path does no damage occasionally on targets it most definitely should do damage. May have something to do with the distance the shadows travel.
After I maxed out Defiling Touch in points (5), including +2 levels from Adept, every time I change a level I lose all my buffs/curses and have to remove/return a point to Defiling Touch in order to get them back.
Terrors lack any offensive abilities, and resistances are underwhelming.
Cursed Sentries lack abilities innate to the weapon. Usable abilities should be listed in the talents and be usable.
Adept Note: I have noticed that after taking Adept I have had to add and remove a point into skills in order for them to update to the +2 Adept form.
Fade isn't working on Shadows.
Minions can't see through your darkness abilities, including the cursed sentry. I am not sure about the shadows, but, for sure, nothing else you summon can.
Notes: Bonus Hate from items due to crits does not apply when using Advanced Shadowmancy abilities. Mind damage conversion from Mental Tyranny does not apply to Advanced Shadowmancy abilities. The problem probably is due to the damage being sources from the shadows, but it SHOULD instead be sourced from the Doomed character. This is rather major, as if you focus shadows, you will be using these abilities extensively.
Shadow's Path does no damage occasionally on targets it most definitely should do damage. May have something to do with the distance the shadows travel.
After I maxed out Defiling Touch in points (5), including +2 levels from Adept, every time I change a level I lose all my buffs/curses and have to remove/return a point to Defiling Touch in order to get them back.
Terrors lack any offensive abilities, and resistances are underwhelming.
Cursed Sentries lack abilities innate to the weapon. Usable abilities should be listed in the talents and be usable.
Adept Note: I have noticed that after taking Adept I have had to add and remove a point into skills in order for them to update to the +2 Adept form.
Fade isn't working on Shadows.
Minions can't see through your darkness abilities, including the cursed sentry. I am not sure about the shadows, but, for sure, nothing else you summon can.
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Re: Doomed v1.7B4 Feedback
Unless things changed in the last few patches, I believe Stone, Shadow's Path, and Cursed Bolt attacks all originate from a Shadow and use their character sheets. Unknown if that's intentional or not, but I wouldn't be surprised if it was. Madness/Mental Tyranny doesn't work well together with Shadows, it's better with a Non-Shadow Doomed. Meteoric Crash works however when you send Shadows flying.mar3usmc wrote:Notes: Bonus Hate from items due to crits does not apply when using Advanced Shadowmancy abilities. Mind damage conversion from Mental Tyranny does not apply to Advanced Shadowmancy abilities. The problem probably is due to the damage being sources from the shadows, but it SHOULD instead be sourced from the Doomed character. This is rather major, as if you focus shadows, you will be using these abilities extensively.
Shadow's Path does no damage occasionally on targets it most definitely should do damage. May have something to do with the distance the shadows travel.
Shadow's Path, in particular has range of 10 spaces from where each shadow is located. So if any Shadows are farther away(likely) they will move with the group but deal no damage. This can cause it to deal a very small fraction of what it's supposed to on paper. Stone doesn't have this problem because it's targeting range is capped to it's activation range.
Doomed is a little bit janky overall, still one of my favorites though.
Re: Doomed v1.7B4 Feedback
might as well drop this here:
http://forums.te4.org/viewtopic.php?f=50&t=51762
fixes the issue with darkvision, will hopefully be merged next patch (kotori/starsapphire put in an MR)
http://forums.te4.org/viewtopic.php?f=50&t=51762
fixes the issue with darkvision, will hopefully be merged next patch (kotori/starsapphire put in an MR)
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, and resistances are underwhelming.
4. Minions can't see through your darkness abilities, including the cursed sentry. I am not sure about the shadows, but, for sure, nothing else you summon can.
I really like this class, and it kills me that these things are still not fixed in the base game.
And seriously, make dark tendrils a passive or sustain and just give it a chance to trigger on those that are in your darkness. It is TOO SLOW to be of any use as it is now.
Cursed Tree: In a normal game, even if you invest everything you have into it, and get an item with it as a master, you probably still can not max it. It would be nice to see the thresholds lowered a bit, at least for a normal game, perhaps not infinite dungeon.
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, and resistances are underwhelming.
4. Minions can't see through your darkness abilities, including the cursed sentry. I am not sure about the shadows, but, for sure, nothing else you summon can.
I really like this class, and it kills me that these things are still not fixed in the base game.
And seriously, make dark tendrils a passive or sustain and just give it a chance to trigger on those that are in your darkness. It is TOO SLOW to be of any use as it is now.
Cursed Tree: In a normal game, even if you invest everything you have into it, and get an item with it as a master, you probably still can not max it. It would be nice to see the thresholds lowered a bit, at least for a normal game, perhaps not infinite dungeon.
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- Cornac
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- Joined: Wed Oct 08, 2014 4:34 am
Re: Doomed v1.7B4 Feedback
Darkness on a 20s cd is just horrible on a class that is one of if not the most susceptible to range attack. It's probably their only real defense against it. The skill should definitely be passive. Creeping tendrils is also worthless in its current form as others noted. Change it instead to be passive or a sustain that increases darkness crit and damage and maybe cause enemies inside the darkness cloud to suffer negative status effects.