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Thread: Making staff 1 handed

  1. #21
    Lead Designer - Iron Lore medierra's Avatar
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    Dec 2005
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    Re: Making staff 1 handed

    Quote Originally Posted by Poinas View Post
    O_o

    Interesting news. No staves fot casters...will there be some restrictions with what a character can use, like attribute requirements?
    There will be some attribute requirements to use more powerful items in certain classes but the primary limitation on most items will be your character's effectiveness using the item rather than there ability to equip it.
    --> This message brought to you by: Taylors of Harrogate, Afternoon Darjeeling Tea <--

  2. #22

    Re: Making staff 1 handed

    Quote Originally Posted by medierra View Post
    ...Instead, there will be a caster off-hand item called a "fulcrum", which will be used to more safely and efficiently channel the volatile energy used in magic. I think this is a good direction since most casters will be more often using offensive spells than a weapon and due to their typical glass-cannon balance, it seems appropriate to promote the use of an off-hand item that trades defense for increased offensive power.
    Sounds like Hellgate London and the way they used focus items. Could be interesting

  3. #23
    Priest BrigandPwnage's Avatar
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    Ill suport. Mages should get more protection anyways
    It's amazing what the human mind can overcome
    if given a proper tools. Unfortunately, the world is
    nuts and all I have is a screwdriver

    -BP

  4. #24
    Olympian God Violos's Avatar
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    Apr 2009
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    While adding entirely new weapon classes seems impossible in TQ, it may be possible to do something with weapon attributes and player skills.

    In particular, skills can be set to require a "magical" weapon. Though to this day I haven't seen anything that classifies as such ("staff" is a type of its own). If anyone can give me a hint there, this might lead to some "magical clubs" being used as Necro wands.

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