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![]() Well, and some skills have 16lvls, so you could equip for them only +4 to all skills...stuff over that would not do anything to them and it would be wierd imho...
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See ya, i.n.s.a.n.e:rockon: [BETA VERSION] Death Effects Mod v6 with fanpatch 1.16:
http://www.titanquest.net/forums/mod...fects-mod.html PinkFrog's MASTERIES MOD+INSTALLATION GUIDE: http://www.titanquest.net/forums/228425-post1.html http://www.titanquest.net/forums/228669-post54.html Masteries Calculator: http://www.masteriescalc.wz.cz/ :happy:http://www.g7welcomingcommittee.com:happy: |
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I'm not sure if I was clear: When I say "Broken" I mean too powerful. Just my outmoded gamer way of expressing interest in a lopsided skill.
I will definitely try it out. Thanks for the reply, I.N.S.A.N.E, Malph |
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Hehe, I was thinking you might mean this.. It is VERY powerful, but I do not think it is overpowered! ![]() It costs 10 Active Energy (when maxed, more on ultimate lvl - 14), so it is almost only for skilled mages, and it is only against melee, unless you come near to archers/mages...and even the mages need to sacrifice some spell power for they may run out of mana soon with this skill on... As I said, few skills will need some balance changes after the mod is released, of course, they will (I am not a perfect tester and it is REALLY complicated to test all skills and their combinations on all difficulties with all the gear and against all monsters...)! We will see then, ok? ![]() Btw., np for the answer!
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See ya, i.n.s.a.n.e:rockon: [BETA VERSION] Death Effects Mod v6 with fanpatch 1.16:
http://www.titanquest.net/forums/mod...fects-mod.html PinkFrog's MASTERIES MOD+INSTALLATION GUIDE: http://www.titanquest.net/forums/228425-post1.html http://www.titanquest.net/forums/228669-post54.html Masteries Calculator: http://www.masteriescalc.wz.cz/ :happy:http://www.g7welcomingcommittee.com:happy: |
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__________________
See ya, i.n.s.a.n.e:rockon: [BETA VERSION] Death Effects Mod v6 with fanpatch 1.16:
http://www.titanquest.net/forums/mod...fects-mod.html PinkFrog's MASTERIES MOD+INSTALLATION GUIDE: http://www.titanquest.net/forums/228425-post1.html http://www.titanquest.net/forums/228669-post54.html Masteries Calculator: http://www.masteriescalc.wz.cz/ :happy:http://www.g7welcomingcommittee.com:happy: |
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Ivaron, Batman and others were helping me with the test-issues already. I just need time to get it all right on the homepage.About the cap at level 20. That is a design-decision IronLore made. There is no actual technical barrier. I could go up to level 300 or whatever... But as it is with the items they have in the game etc you would not be able to go much further than, lets say, 22 anyway. And even then you'd probably have trouble resistance-wise. Well, it is possible to raise ultimate level but i didnt About difficulty. TQ itself can feel very different at normal difficulty. One of my chars was a badly skilled rogue-nature and i had a hard time stayin alive. Then i had some chars that were easy enough and then i had this haruspex that killed typhons by snipping her fingers. The arrow ways, to pick your example, are powerful indeed and if you invest all your first points into fire, say, it will take you a long way, yes. Generally you can expect to find the power-level to be more or less similar to what TQ has, though. Normal difficulty will not be harder and i personally wouldnt want it to be. Some people play with crappy items, some with complete sets, some tend to farm every area and boss-monster, others rush through the campain... the range of situations is incredibly wide It will be very interesting to receive feedback in the "feel" of difficulty, power etc. ![]() And you know, since i'm not depending on funds from THQ the chances for balancing-patches are pretty high in case some skills turn out to be a little bit on the strong side. ![]() *** Edit: I checked the arrow-ways again to make sure and yeah, if you go all the way for it they make you too strong on the first levels! I'll nerf them! Last edited by PinkFrog; 03-26-2008 at 04:31 PM. Reason: well, you know |
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