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^^ Oh my f*cking God, lol...
![]() I've almost died laughing on the ground man!
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[BETA VERSION] Death Effects Mod v5 with fanpatch 1.15:
http://www.titanquest.net/forums/mod...fects-mod.html PinkFrog's MASTERIES MOD: http://www.titanquest.net/forums/228425-post1.html HOW TO INSTALL MASTERIES MOD EASILY: http://www.titanquest.net/forums/228669-post54.html See ya, i.n.s.a.n.e ![]() http://www.g7welcomingcommittee.com![]() |
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Munderbunny you have a way with words
. To be honest I can relate to you easily cause i play a duo with my girl regularly and i can see myself in some of your sentences , that's why we play xmax always . |
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Heh, great story Munderbunny
![]() Anyway, instead of nerfing skills, the other option would be to enhance monsters. Some suggestions: Keep Normal the same - it's a playground for the unexperienced, things can be tested etc. But for Epic and Legendary I suggest: Increase life for monsters in epic by 2-4x and in legendary by even more. Add immunities - those little ice creatures should be immune to any kind of ice damage, just as fire critters shouldn't be hurt by fire. Spiders perhaps poison immune and ghosts physical immune. Skeletons piercing immune (what's there to pierce really?). Also give monsters at least some decent resistance to "-%reduction to health". Also give monsters more specific attributes to their monster class. That means greatly upping the innate armor and health on crocs for example (they're basically walking suits of armor after all). Also let casters have a lot less health than warriors and a lot more damage and/or support abilities, so there's some strategy involved in killing of the leaders first. Give random monsters spell scrolls (about the same frequency as they get MI's), it will lead to spell scrolls to be used more often as well as give some random difficulty increment to the game. Also give monsters a bigger chance to wear yellows (with half-decent affixes) instead of whites/greys. Also, give monster casters a wider variability of spells. As for the poison and bleeding damage; upping the damage goes a bit against the idea of the whole thing. Than it'd become just another damage type. I'd rather greatly increase duration, it keeps the spirit of poison/bleeding alive and with stronger enemies with better resists, poison should be worth more. Ofcourse upping the damage a bit won't harm anyone. |
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Quote:
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[BETA VERSION] Death Effects Mod v5 with fanpatch 1.15:
http://www.titanquest.net/forums/mod...fects-mod.html PinkFrog's MASTERIES MOD: http://www.titanquest.net/forums/228425-post1.html HOW TO INSTALL MASTERIES MOD EASILY: http://www.titanquest.net/forums/228669-post54.html See ya, i.n.s.a.n.e ![]() http://www.g7welcomingcommittee.com![]() |
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Act 4 Normal should be nerfed somewhat. I mean, it's outright ridiculous how dangerous some of the mobs are there.
I agree with the immunities, except for the ghosts. They should be highly resistant to both physical and piercing but immune to physical damage would prove difficult for characters with clubs/axes. Quote:
How does increasing duration enhance poison? The same damage over a longer period of time isn't exactly my interpretation of good... ![]() |
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i suppose a frustration that the female is the stronger one in this relationship might be an issue, but in the beginning she did die a lot like you said - be glad that the roles are now not fully reversed as you are alive.
maybe she is protecting you better than you tried to protect her earlier :-) jokes aside - you should wipe the floor with your brigand so something might be off with your character - post titancal of your skills and screens of your char so we could debate ![]() i'm not using my bow avenger while playing with melee friends because they would be bored
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spear Haruspex (67) | xmax -100 recharge Elementalist (62) | bow Avenger (62) | Slayer (57) | Paladin (56) | Diviner (50) | bow Brigand (33) | Conqueror (18) | Ritualist (14) | xmax hardcore Templar (13) |
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Here's some suggestions on skill changes:
Spirit Spirit Ward, Spirit Bane, Circle of Power - Modified so that they affect Magical & Demon in addition to Undead. Life Drain, Cascade - Add Bleeding Damage Nature Briar Ward - Reduced Cooldown time Stinging Nettle - Increase Poison Retaliation Sylvan Nymph - Increase Pierce Damage Rogue Lucky Hit - Chance increased to 50% Anatomy - Add -% Resistance to weapon (% based, not flat) Open Wound - Chance increased to 100% Disarm Traps - Add +% Move Speed Nightshade, Toxin Distillation, Mandrake - Add some flat poison damage (like around 10/5sec at LV1, 50/5sec at max) Poison Gas Bomb - Reduce Cooldown time to 6 seconds to coincide with Volcanic Orb, Increase Poison Damage Hunting Gouge - Chance increase to 100%, Bleeding Damage reduced (so as to not make it better than Open Wound) Storm Storm Nimbus - Damage increased slightly Earth Heat Shield, Molten Rock - Retaliaton damage increased Soften Metal - Add Fire Damage equal to current Physical Damage Volatility - Add 33% Chance of +% Physical Damage Flame Surge - Increase Fire Damage & reduce Energy Cost Conflagration - Increase Burn Damage Defense No change Warfare Crushing Blow - Increase chance to 50% Counter Attack - Increase chance & damage Dream Dream Stealer - Remove physical damage bonus As you can see, I aimed to improve skills rather than nerfing them. The only exception was Dream Stealer - as it stands now, it's way overpowered, dealing a ton of damage at a very low level, hitting multiple enemies, and having a host of useful side effects. Even with the flat damage boost removed, it'll still be plenty powerful so I don't feel bad about nerfing it. Rogue was probably the biggest boosted since it generally seems to be considered the weakest mastery. I added a +% Move bonus to Disarm Traps & -% Resistance to Anatomy since the Rogue mastery felt weird not having those 2 very-Rogue like abilities. I also gave some boosts to Poison & Bleeding (honestly, why does Open Wounds only have a small chance to work when Envenom Weapon, a lower level skill, does more damage and works with every hit?). |
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Munderbunny,
Maybe try bow. You get a bow with increased projectile speed combined with skill increased projectile speed (both increase distance your arrow travels), combined with scattershot and now you can kill off screen. I've had the same experience you describe playing with bow hunters instead of storm. Flashpowder going off and everyone already dead, wtf? Running after a pack...and all the sudden they are already dead because the bow hunter is shooting grenades apparently mixed in with the arrow lol.
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Loria - Level 65 Illusionist - finished Jurian - Level 61 Warden - finished Vedorru - Level 49 Experimentalist* - Epic Memphis *untwinked |
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