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Thx for your help. About the item, I'm pretty sure the quest reward box at the bottom left of the screen didn't show any item, but who knows for sure... The item itself isn't important of course, only the possibility of corrupting the character or the like. I'll post if anything worth mentioning happens.
Cheers
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I'm pretty surprised no one mentioned the following oddity. Colossus Form gives +30 health when activated at lvl1 and +50 at lvl8. Doesn't anyone see anything VERY out of whack here? I'm almost positive that should have been expressed in procentages not in flat numbers. If you've played any other games that had an "enlargement" ability like this one you'd know that increasing health points would be it's primary role. +50 health instead of +50% health, after spending 8 points in it, is a joke and a huge drawback of this skill which is apparently bugged. Hope we see this fix in the next bugfix patch. Thanks for all the work up to now and keep it up. Good luck.
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Quote:
Edit: To further prove my point, "The Poisoned Spring" quest which is usually done at around level 8 gives +75 permanent health. That is 50% more PERMANENT health from a lvl 8 quest than a TEMPORARY 24 second bonus from a lvl 32 skill with 8 points spent in it which also consumes mana. Come on! It's more clear than daylight that this was a mistake on the developer's behalf. They just forgot to add "%" at the end. In case anyone thinks I spelled "prove" incorrectly (I sure did), check http://en.wiktionary.org/wiki/prove Last edited by Foficles; 02-16-2010 at 09:53 AM. |
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Well ok I agree the health bonus is small, but lets see what happens when it converted to a % bonus (looking at effective health bonus). Assuming 1900 health base (Base HP from Defence mastery).
At the moment it giving at slvl 1 (1900+30)/(1-0.3)=1930/.7=2757 effective HPs. You proposed change will make it (1900*1.3)/0.7=3529 effective health or a 771 HP bonus. At Slvl 8 its (1900+50)/.5=3900 effective health now compared to (1900*1.5)/.5=5700 effective health or 1800 HP bonus. ^ now I dunno about you but these changes result in far to much health, if any change is made I would instead increase the scaling of the flat HP bonus (if you switched to adding +10 per rank it will increase the effective HP by 100 at slvl 8, heck even making it 30*slvl health bonus will only give 380 effective HP bonus). |
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Oh, I think % would fit better and that the bonus is ridiculous, but unless it's a clearcut mistake, we won't change it. We haven't changed Batrachos Greaves, even though they're insanely overpowered, clearly a mistake and should've given a flat DA bonus instead of a percentage one.
We did nerf some barbarian boots and Homados, because it was clear in the database that a mistake was made. Anyway, I don't care either way. One of the problems with Colossus Form is that it can be spammed at -100% recharge and than it's insanely overpowered already, without a %health bonus. There's a lot of balance issues really. If you're looking to play a better balanced game, you might want to look out for the balance patch (which is probably due sooner than the next bugfix patch). It'll probably add quite a number of big balance changes though, not sure how it's going to be received.
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Well OK sure! With -100% recharge it would be overpowered. I don't think developers thought of that it seems
. But then again, having it enabled on a non-mage class is verry mana-hogging and wouldn't be able to keep it up for long anyway. UNLESS you have douzins of energy potions. In that case it again WOULD be unbalanced. I always hated this fact about rpgs, that they rely on potions. Well in the end I agree with you if you've done the math and are sure that it would be making it unbalanced if you turn it into procentage instead of flat. But it's not quite ok like it is either. So.. I'm waiting anxiously for the rebalance patch. Thanks.
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Wait a second:
Batracho's Greaves were left untouched intentionally? ... :/
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