- Oct 24, 2018
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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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Chris Davidson authored
Shadow Simulacrum's restrictions are antiquated and make it look silly compared to things like Inner Demons. Also, it was recently enabled to be used against players, so it feels very strange that Pcs can only use it on trash. Other changes were some simple things requested by bpat that seemed reasonable.
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Chris Davidson authored
Hymn of Shadows does not need Evasion, nor does the melee retaliation in this tree need to be so high. Note that there is another bug with these talents being multiplied by difficulty scaling (or something like that) that I don't know how to fix offhand.
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Chris Davidson authored
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Chris Davidson authored
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Chris Davidson authored
Still amazing.
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Chris Davidson authored
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Chris Davidson authored
This tree isn't good enough to ever warrant a category point and having it helps with early game.
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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
On top of Stone Wall being amazing by itself people are using the new cooldown reduction to attack themselves to get it off cooldown. Token Mudslide buff+tooltip clarification.
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Chris Davidson authored
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Chris Davidson authored
This never gets talked about much and very few players abuse it, but a no-save long range pin is really powerful. With Charm Mastery you can effectively permanently pin the majority of enemies in the game. This will still be an incredible item.
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Chris Davidson authored
I have no idea how any of this works, stof just told me what to do and I subjectively evaluated it to be better. On 1.5 the invisibility shader is very loud making it hard to see things. stof said that this change was probably a bug fix but I have no idea: //float factor = ((float(blursize)*2.0)+1.0); float factor = (blursize+1)*(blursize+1);
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Chris Davidson authored
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Chris Davidson authored
I started revising this tree and after getting pretty far realized it was a futile endeavor. While this is a cool and thematic tree it has a lot of problems: - Enormous amount of free power passively - Problem solves heal sustain, sustain removal, armor/damage penetration, AoE, damage type problems all with the same investment - Applies a stupid amount of debuffs, up to 3 debuffs passively on hit from just this tree - Very hard to read what each talent does and Archer is a beginning class This can't be fixed with number nerfs, it needs to do a lot less stuff than it currently does and that would necessitate a lot of work. Best to kill it for now. Poisons is a well designed tree now that fills a similar role.
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Chris Davidson authored
These are newbie traps. One of the 2H trees is the old pre-revamp version, the Archery tree doesn't even have a mastery. These were clearly left in as oversights. Technically Ogre can make use of some of these trees but it isn't a good idea to leave confusing trees on base classes for gimmick builds on an unlocked race.
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Chris Davidson authored
Wyrmics in theory have synergy with Mindstars but currently if they go that route they wind up with very few weapons strikes to note. Additionally as we get the 3 core "weapon style" trees better balanced having classes that can pick between them is more interesting.
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Chris Davidson authored
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Chris Davidson authored
This boss is out of sync with the rest of the early game and has benefitted from various miscellaneous buffs. New players will often find themselves getting almost literally 2 shot before they even see him followed by confusion about what the hell an ice block is. Not the type of learning curve we want for T1.
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- Oct 23, 2018
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DarkGod authored
1.6 bugs3 excitement See merge request !505
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- Sep 21, 2018
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DarkGod authored
zemekky, TK grasp, Hardiness See merge request !503
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Chris Davidson authored
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Chris Davidson authored
This is necessary because golems keep their gear when they die so it won't drop.
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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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