Ash
Member
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Catching up on stuff since I needed sleep. quote:
@Ash will there eventually be an update where we can sort our bank and inventory into tabs were you have a weapons tab, or helmet tab, ect, for easier organization of all our stuff? Possibly. That comes down to how much we mess with in the next UI update. quote:
I would think, with all of these nerfs... boss nerfs across the board? Beating some of them was really tough before, impossible now. I don't think anyone will ever beat Bugged Bone Fire without DoomKnight again. :-( My main concern is not BBF, though, it's story bosses like the infamous When. He was hard before, but now he's close to impossible for a Non-DA, I would think... I did nerf a few of the more out there bosses, I believe When was one, to make sure you could still beat them with some thought with the crit nerf. If I missed any then they will need to be adjusted as some bosses were stated with 50+ crit in mind and now that you can't have that their health needs to drop some. If you can find any I missed, and make one concise list so it's not 30 people all posting, I'll adjust them down. quote:
EDIT: Also, the new changes mean Rogue and Cryptic are suddenly very powerful... Not crazy powerful since they do give up some damage to have that crit buff but yes they are now completely on level with the other classes. quote:
Is cryptics Paranoia Passive just +0-25 crit flat still? Because that is awesome now rather then being a bit overkill. Yep. Since it's not from an item it also stacks with the amount you can get from items and will go over the 50 hard cap. quote:
Weeelll.....thats about 32k gold down the drain for reskilling. Dunno if TK counts as a rouge-class or not ('cause an attack still does melee) but i need about 1k MP for the long fights; There's not really a whole lot to spend gold on but yeah it is a bit steep at high levels. Certain skills may be locked to melee but most should be "as weapon", if not that needs to be adjusted as you shouldn't be locked in on every skill unless it's based on a base class. quote:
I don't understand- why does it matter how many weapon types we use? In my warrior I have swords, maces, axes, and a scythe. If I'll understand why I need to choose only one of them maybe I'll search for other weapons. It only matters on the TYPE of weapon you use. All the ones you listed do Melee damage, the same damage warrior's do. If you try to do Melee damage with a mage you'll do less damage because of that. You want to pick weapons that have the same damage type as your base class so your stat point damage boosts aren't wasted. quote:
Something I noticed: Armor Closet now has the same bug as Orb of Saving. If you have a weapon equipped and you try to save a class, it will equip the default weapon of that class, but it won't unequip your current weapon. So if your base weapon does 20-50 damage (Kathool Adept) and your weapon equipped does 82-100 (for example), you end up doing 102-150 damage, which is ridiculous. I'll see about putting the right unequip on both of them to fix that. Half these things never showed up in testing and we used them to make sure nothing was funky. quote:
Has resistances been buffed? I feel like it has... or is All:-20 really big to begin with? All -20 was huge to begin with. It's a flat extra 20% damage from ANY element. quote:
Also, with the wisdom nerf are there plans to update the mana alchemy game? Only healing up to 275 MP felt a little weak even before it to me. Yep! I mentioned earlier in the thread that once I fix all the bugs that are cropping up from this update I'm going to go back and update the MP Potion section to make the mini-game a bit better, work out any bugs that were never fixed, and tinker with how much they heal overall. quote:
Question: The HP/MP potion level cap is locked at 40 for everyone? (or it depends on you total END/WIS, or your level, or...?) Because it would help a lot if it was raised a bit. *wink wink* (I'm at level 55, by the way.) It depends on your training amount and -Health for HP Potions and -Mana for MP Potions. (This second one doesn't exist yet on items but it was always tracked) The training will be poked at as I just mentioned. quote:
guest dragon only has 10 (or 5?) bonus and no stats from our char so yeah... I can adjust the amount of bonus he gets as a scaled amount based on player level. That will probably roll out with the bug fixes to the pet dragon when I figure out what needs to be done for that. quote:
Does this mean it'll do the same in quests where you're forced to use a NPC armor? Say... Deep Void? or Runed Fortress? Most NPC classes already do way more damage than any class you have access to. I did adjust the health of a couple of the quests but, like the boss issue above, if people can make one concise list of any that need adjustments, not bunches of posts from 30 people, then I can look at adjusting any I missed. There are hundreds of quests, I know I had to have missed some. quote:
This should make the Ninja armor rather fun to play with. Now you know why I went "just wait it out guys" when people were complaining about the Block skills. :P quote:
I'm just a bit concerned that equipment in Dragonfable will become like equipment in EpicDuel, where there is very little incentive to change equipment ever, and the ultimate decision comes down to some silly feature like a skill It won't be that bad. Even if an item is "offense" leaning the stats on that item will be different than another of the same lean. Two level 80 offensive items will have different stat distributions so you'll still have plenty of options. It'll also allow you to make several item "sets" for bosses and such. quote:
Is there any chance at all we'll get something similar to this in Mechquest soon? I'm looking forward to that as well. :D I have to discuss stuff with Blues still on a few things, but yes there is something like this happening there as well. quote:
A 50 crit. cap STILL seems a little high to be honest, but at least with the balancing of crit-boosting equipment, people won't be striving so strongly to meet this cap as before, unless they sacrifice other stats for a pure crit. build. That was the intent of it. It wasn't to totally destroy the stat as a whole but to get people to realize that there ARE other stats out there. Now that they are all viable they should be something people try to invest in. quote:
Now over half of the guides in the guide forum are useless. Yay. They do need to be adjusted but the math is all there for people to use now. It shouldn't take too long for them to work right again. quote:
To clarify, is only the crit from items halved? For example, are the crit boosts from Cryptic halved? or the crit boosts from skills? or from luck? Only from items. Anything from skills or effects still give their full bonus. quote:
The CHA description at stat training says "increases your pet training and some npc interaction rolls". I think it should be updated to say that it increases pet damage. I'll poke at that when I get free time. All of them probably need updating anyway. quote:
There's a reason I invested so many points in WIS despite using a class with low MP costs. I already answered this but I'll answer it again. Use your mana potions and use the heal pads in quests. Those are there for healing and, as others have proven, you can make it to the end of any quest with plenty of mana. Bosses almost always have a heal before them anyway so you should never need MP going in! Chronomancer is one of the least MP intensive classes there is and you should have no issues at all properly utilizing your resources. You may never come out at 100% MP at the end of a quest but you will be able to finish the quests. quote:
With KAA, the better solution would probably be to make Brain Drain regenerate a percent of max mp instead of just 23. I'll look at it. It'll probably get adjusted to something between 5-9% max mana. quote:
It's like that with most of the classes now...Especially DC/DmK they are almost bad due to the extreme costs of mana needed to even sustain them for a basic quest period. No, it's not. You're ignoring what I've said multiple times. USE MP potions, USE heal pads. Even on the most mana intensive classes you can make it to the end of quests, even WITH guests, without issues. MP Potion training is going to be fixed, but you have to understand that free casting with no requirements is gone. You now HAVE to think about which skills you use. You HAVE to think about when to use a potion. You HAVE to think about if you should head back to the heal pad. You are not going to get massive MP cost cuts across the board. You might get a few small ones if they are totally out of line but if you choose not to use what resources you have that's not an issue with the patch.
< Message edited by Ash -- 2/24/2015 9:48:36 >
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