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  #61 (permalink)  
Old 04-02-2008, 01:37 PM
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Default Re: [Release] "Masteries"

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Originally Posted by RDespair View Post
Multiple Shot's Energy cost prohibited?! 3-10 Energy cost isn't exactly hard to afford. It's not like it drains energy every second like an aura.

I noticed that Way of the Sickening Arrows in-game description was different than the website's description. I assume the change (drop from 35% chance for reduced resistance down to 5% chance) was because the skill was found to be powerful? I'm afraid the new version of the skill is too weak for an exclusive aura (especially given how powerful skills in general seem to be in this mod) since the poison damage is negligible even in Normal and the resistance drop is unreliable. For reference, the Rogue's poison skill gives 230 Poison over 6 seconds at LV12 and it's a tier 1 skill.

I think a good and simple addition to make the Way of the Sickening Arrow more appealing would be to add +% Poison Damage & +% Poison Duration to its list of abilities. Then, at least, it would have synergy with other poison attacks.

And I have to agree with Llian; I'm not finding a ton of synergies amongst the masteries. This isn't necessarily a criticism, just a noticeable difference between the Masteries mod (which seems to be more about flavor and throwing in as many cool ideas for skills as possible) and the regular game (which was all about the synergies).

Yeah, you might be right with the Multiple shot, it is gotta be nerfed in the next version. If you do not like it now, just do not use it!

The Way of Sickening Arrow is very well balanced. When we had 35% triggering chance it was almost all the time about 5k dmg with a violet bow (and no other stuff on) and high attack speed. As it is now, it is still the strongest WAY skill imho!

Yeah, the synergies, you have to got used to it...it is not the Titan Quest.

Enjoy the game!!
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  #62 (permalink)  
Old 04-02-2008, 01:47 PM
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Default Re: [Release] "Masteries"

I would like an addition: when the Custom Quest Masteries is selected, and you get bounced to the main screen again, there should be a change on the underlying picture of the Titan Quest Immortal Throne (e.g., instead of being that sickly green, it could be the same pic but in red, with the words MASTERIES on it).

That would avoid people losing char's skills because they would know that they are on the masteries mod. Additionaly, I think it's not widely known that if you quit the game to the main screen, you are STILL on the masteries mod. To play normal game again, you have to completely go out of the application to windows, and then start the application again.
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  #63 (permalink)  
Old 04-02-2008, 01:52 PM
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Default Re: [Release] "Masteries"

Quote:
Originally Posted by lufe View Post
I would like an addition: when the Custom Quest Masteries is selected, and you get bounced to the main screen again, there should be a change on the underlying picture of the Titan Quest Immortal Throne (e.g., instead of being that sickly green, it could be the same pic but in red, with the words MASTERIES on it).

That would avoid people losing char's skills because they would know that they are on the masteries mod. Additionaly, I think it's not widely known that if you quit the game to the main screen, you are STILL on the masteries mod. To play normal game again, you have to completely go out of the application to windows, and then start the application again.
Yeah, that is true, same with xmax mod and probably all others..

Is it possible to change the look of the Main character screen after the mod has been loaded??? It would be great!!!!!! I will discuss this with PinkFrog!
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  #64 (permalink)  
Old 04-02-2008, 02:10 PM
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Default Re: [Release] "Masteries"

I am not 100% sure, but that pic is for sure on one of the .arc files. If you put a different pic in this .arc file and the put this .arc file on the masteries subdirectory, this should replace the pic that is loaded on the screen after the mod is loaded. The only thing I'm unsure about it how much time it takes for this customized pic to be loaded on the game (the game can be using a cached version of the pic).

I use this method to replace the picture that shows on the right bottow side of the screen on my mod.
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  #65 (permalink)  
Old 04-02-2008, 03:06 PM
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Default Re: [Release] "Masteries"

Now it works with Hamachi, we 've juste played for 1 hour, but we don't know why it works now... but it worked
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  #66 (permalink)  
Old 04-02-2008, 03:19 PM
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Default Re: [Release] "Masteries"

Just DL it this morning and started a close combat veteran at level 3 right now....I'll probably add either vampirism or alchemy...still undecided.

Let me say I'm very excited....
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  #67 (permalink)  
Old 04-02-2008, 03:25 PM
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Default Re: [Release] "Masteries"

The masteries feels so unique, it seems like such a waste to add a second mastery...
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  #68 (permalink)  
Old 04-02-2008, 03:33 PM
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Default Re: [Release] "Masteries"

Hey, I just wanted to say that the mod is pretty awesome. I am kinda disappointed in certain masteries, but it's a great mod nonetheless.

However, I have 1 major complaint. The abilities of the bugs is VERY pixelated. Please fix this. But the creature mastery is pretty good, even if there might have to be a few tweaks.

Should a patch be released, will we still be able to play with our old chars or are they unuseable?
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  #69 (permalink)  
Old 04-02-2008, 04:28 PM
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Default Re: [Release] "Masteries"

Hmm, been playing masteries for some time now with Vampire as my choice (not up to a second choice yet, but close).

Now, I will say that this mod is pretty awesome, but for vampire, the game is incredibly difficult. The active health costs makes perfect sense as per the mastery, but the chance of finding items that have health regeneration is significantly less than ones with energy regeneration.

A solution- On the mastery, I forget what the actual name of it is, but the big red plus sign to the left that goes up 32 levels and gives you access to skills, it currently has +2 to strength, dexterity, intelligence, a +5 to health, and a +15 to energy at every level. The +15 to energy is incredibly useless to this class. In fact, any more than a +2 per level would be unnecessary. My suggestion is to change it to a +2 or 3 to energy per level, and add in a +0.1 health regeneration per level. By the time you master this skill, you won't have enough on the mastery-skill alone to use all your skills in vampirism (as some have like 10 active health cost per second). But you will have enough to get by while you find items.
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  #70 (permalink)  
Old 04-02-2008, 04:31 PM
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Default Re: [Release] "Masteries"

Concerning pixeled bug-wave: this is one of the the effects that get's broken without the extra-textures that are contained in the package. Please put the content of the fx-textures.zip into the database-folder of your TitanQuest-installation.

You will clearly see the difference. I'm sorry about this inconvenience. I always tried to keep installation-requirements very low, but that just couldnt be avoided.
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