- Oct 25, 2018
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Chris Davidson authored
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Chris Davidson authored
This fixes weird dispel interactions.
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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- Oct 24, 2018
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
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DarkGod authored
1.6 misc revisions I meant to push this forever ago. Let me know if you need me to reorganize it, I've been adding stuff to this branch for uh.. A long time. See merge request !507
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Chris Davidson authored
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Chris Davidson authored
This gives a very solid multihit option for all builds with just 1 point. Good for stacking poisons, etc. Further investment expands its role as an AoE.
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Chris Davidson authored
This is important, as is even Heartseeker doesn't give this buff.
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Chris Davidson authored
This needs a better fix that calculates the best speed to use, but for the time being this fixes several things like Cursed.
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Chris Davidson authored
This isn't great because theres no way to do it "perfectly" but it does improve it a lot. Talents it can't classify get defaulted to #ORCHID#.
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Chris Davidson authored
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Chris Davidson authored
- Increase range on Heartseeker by 1 - Reduce Stamina cost of Whirlwind - Add is_melee tag
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
This is outdated. Rogues start with their own pseudorange tree now and charms are a much better general ranged option. All this does is bait people into thinking using their sling is a good idea.
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Chris Davidson authored
Its an AoE effect that only happens when the target dies and has to be stacked up by melee classes. I don't see why it needs this limitation when very few AoEs have it.
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Chris Davidson authored
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Chris Davidson authored
30 is a a good breakpoint here because its when you get your first prodigy. This zone at L24 is just unreasonable to the point everyone strongly suggests not doing it. Hopefully we can change that to "You probably shouldn't do that area, but.."
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Chris Davidson authored
Almost all NPCs have 10 infravision letting them operate at range 10 wherever. Thats a bit too much of a vision gap, as ID players have been saying for a long time.
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Chris Davidson authored
Currently this shares a color with Light damage which is just confusing.
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Chris Davidson authored
This scales way too well and is unreasonably punishing for multihit builds. Slight buff early.
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Chris Davidson authored
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Chris Davidson authored
This has been around forever and causes endless problems. Ritch Flamespitters even starting early game simply cannot be tanked because the summoner gets scaled up then the summons scaled up *again* on top of it, a relationship not unlike the recently bug fixed Distortion Bolt crit double dipping. As a side bonus this also stops difficulty bonus from working on player summons (generally these are not added to the party).
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Chris Davidson authored
There aren't any problem cases with this stat that I am aware of, but it hits some core defenses and prodigies pretty hard. More generally this type of DR is mostly used on opposing powers and probably shouldn't be attached to things at random. Also, most stacking problems with flat defenses come from multiple sources, which this won't effect anyway.
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Chris Davidson authored
Players have no direct control over procs so having friendlyfire of any kind on them is very annoying. Additionally this limits what talents you can use as procs at all because of said annoying behavior. There may be some weird edge cases where the targeting isn't handled right but overall this should be the better default behavior.
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Chris Davidson authored
- Change Feed to autocast on nearest enemy in combat (huge QOL buff, no real game impact, targeting can still be changed manually) - Replace Suffuse Life with a life regen drain passive. This talent is not interesting, and it has a weird breakpoint at TL5 that is pretending to be useful but isn't. This class is pretty messy as is I opted to just simplify this. Also, I want to shift more healing to basic regen in places where it fits well so theres more differentiation for things like Curse of Death to play with. Amusingly enough while editing this I noticed the life steal code was already there unused. Was this a problem for some reason?
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Chris Davidson authored
- Cleave, Repel, and Surge cooldown reduced to 6 - Beckon duration and chance cap lowered - Harass Prey and Beckon positions swapped - Repel block bonus with a shield increased
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Chris Davidson authored
When people complain about lag its often in the context of resting before autoexplore. Normally this is pretty fast, but sometimes an edge case where you have barely any regen of one form or another can make it take hundreds of turns. This has no real gameplay consequence but does exacerbate lag issues from unrelated problems. This changes the resting bonus to not kick in at all for 15 turns (avoiding interactions with life regen buffs and such) but scale much faster and higher after that.
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Chris Davidson authored
As much fun as Rogues flurrying themselves for hundreds of damage in Dreadfell (and worse later) is.. It isn't.
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Chris Davidson authored
Hits some breakpoints that are annoying without it.
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