thx for the info guys, I will be taking this in consideration for my assassin![]()
thx for the info guys, I will be taking this in consideration for my assassin![]()
hi violos, I think I found a bug in the skill system...the problem is with the tiger strike, no matter how many points I put into it it still says Current Level 2 - Next Level 2
Here are some screenshots
screenshot03.jpgscreenshot02.jpg
@csabadns
That's ok. Those skills consist of an attack and a charge, which is separate, and the automatic tooltip only shows you the MAXIMUM POSSIBLE CHARGE.
And that increases, like it says, at 8, 15 and 22 points.
@Jaelrin
Of course that also concerns this release!
Though I haven't touched it since 1.00, it's in there after all.
Quite frankly, I haven't tested those classes at very high levels. I suppose I was too concerned with all the skills which do not have item tiers, bonuses, strength etc. each multiplying their damage to scale them through the game...
Also, I haven't played many strength classes in TQ in general.
But I did test the Spearazon quite a bit at low/mid level. And with monsters being so much nastier, and DA/dodging cheese being restricted, I did feel the need to reward especially Amazons who actually go into melee against them.
So basically what I did was give them Onslaught-like values adjusted by the number of hits, and presumed they would be ok - rather erring on the stronger side.
Of course, all of the above multipliers do mean that melee class strength increases drastically on the high end, especially with those high pierce conversion rates. I should see what I can do about that so it won't be too OP, without being too weak early.
Also, thinking about this, I just realized that the -100000 damage on Berserk does nothing at all when the converison rate is 100% anyway.That should be like 50%, with the other half cut off and replaced by magical.
So yeah... at least that one geta a nerf, and I'll look into Jab. Any suggestions?
Finally, I wish I had learned this yesterday.
But it's nice to hear someone talking about a feature that made things too easy, for a change.
Last edited by Violos; 02-16-2012 at 05:09 PM.
| Trapper Mod | Trapsin (IT) | Pet Mechanics / Pet Druid | Int Melee Thane / Taser | Electric Burn DOT Mage |
ok, thx for the quick reply...and btw nice job with the color-change![]()
Last edited by jaelrin; 02-16-2012 at 05:01 PM.
In that case, you'll get a test version with my first quick fixes.
Remember though that there are also places where enemies are quite resistant against certain damage types. While you are certainly right about the barb, the chars are designed to shine in some area and struggle in others.
For physical classes like a Spearazon that would be the Rhakotis library, for example.
| Trapper Mod | Trapsin (IT) | Pet Mechanics / Pet Druid | Int Melee Thane / Taser | Electric Burn DOT Mage |
While we are giving feedback on the builds, here is some on the Necro's Summon Tree. The way you have it set up for the Golem's is awkward. The Summon Golem tree changes the type of golem with each level. That generates 2 conundrumsfor the player.
1. Getting the golem you want in play is a bit of a problem. The one you like, you can get only every 4 levels, but you get 3 skill points per level. This discourages investment in Summon Golem, because effectively you can only have your golem of choice every other level if you put points in summon golem. Additionally it creates cumbersome decisions with regard to the use of + skills bonuses on items. For instance, if I have my preferred golem, then if I wear wearing Stonebinders cuffs I wind up with some other golem.
2. Because of all the reasons elucidated above investing points in "Improve * Golem" seems like a potential waste of points.
3. All of these golem issues disappear if you set up the tree like D2 has the Golem tree set up.
Once I get to Epic with my black mage, I look forward to playing an assassin.
My D2 Poison Creeper Guides (authored under the name Alram):
http://www.theamazonbasin.com/d2/for...howtopic=27873
http://www.moonsong.de/Diablo/fara/p...shockbear.html
I am, of course, aware of that. And you can believe me that I would not burden players with awkward things like that without a very good reason - usually limitations in the TQ mechanics.All of these golem issues disappear if you set up the tree like D2 has the Golem tree set up.
In this case said limitation is that four different skills cannot share a common summon limit. Meaning that with four skills, you could have four golems runnig about.
I know that this solution is not perfect, but as close as it gets, and in this case the skill was too crucial to be left out or replaced.
It is also the reason for the "Critical Success" skill, which is mainly there to help you manage your golems.
If it is any consolation, the staff that now boosts golems (which every Necro will want sooner or later) does give +4.
| Trapper Mod | Trapsin (IT) | Pet Mechanics / Pet Druid | Int Melee Thane / Taser | Electric Burn DOT Mage |
Thanks for the explanation. And thanks for all your time and work on this.
Hmm. 4 golems running about. Hmm.
My D2 Poison Creeper Guides (authored under the name Alram):
http://www.theamazonbasin.com/d2/for...howtopic=27873
http://www.moonsong.de/Diablo/fara/p...shockbear.html
But how big the difference between strong area and weak area is supposed to be? After some tests, I came to conclusion that Jab and Fend are fine by themselves, it's Critical Strike-Penetrate-Pierce chain of skills (combined with Spears and pierce-related gear) that makes them overpowered against fleshy opponents.
My suggestion: tone down Pierce damage in Critical strike, but add a + %Total damage component, this way it'll be useful to both Physical and Elemental amazons.
With nerfed Berserk barbarian seems fine, lesser enemies like Melinoes still fly after one hit, but armorites aren't one-shotted.