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drunetovich

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Everything posted by drunetovich

  1. Because armor may have enchantmets that give +might +dex +crit etc
  2. DR is relevant only if complemented with sufficient deflection, otherwise you will get smashed with crits no matter 12 or 0 DR.
  3. Sorry if this was already pointed out, but OP view on available armor choices seem too narrow - like if we all going to run in baseline chainmails-plates-robes. That is not the case, every armor will have some enchantments that may make it much more appealing to wear, even if it gives less base DR. For example you may find a leather armor that will give +might +dex and some heavy +crushing and fire resist, and it may turn out to be more appealing than your plate on tank or leopard shorts on barbarian.
  4. Do we have a date when real keys should be given to bakers?
  5. There is a simple solution, engagement state should not trigger immediately, but should rather build up over time, like in about 5 seconds. So you will get only 10% of disengage damage if immediately retreating from egagement.
  6. Combat feels smoother, less volatile, now if my guy initially holds the enemy fine, he doesn't suddenly drop dead anymore. Nice.
  7. Just got 1,2 Gb patch, let's see whats there
  8. So anyone from dev confirmed yet that we will have BB update today?
  9. Characters seem to agree with player commands too much. "Yes Yes Yes Sure Sure Sure Yes Yes Yes Sure Sure Sure", that is quite annoying, there should be a setting to make them agree on 10% of assigned actions instead of 100%
  10. Next week perhaps, final backer build, hope interrupts will be fixed there
  11. I foresee one of the most popular mods will be the one that makes all abilities available out of combat.
  12. Next week huh, that's nice.
  13. So, any update on the update?
  14. Just give arbalest to everyone, obliterate everything with opening volley, runback reloading, lol. Shot on the run is handy.
  15. Sensuki seem to be in love with this game, and cares about it a great deal.
  16. Game makes to many autopauses in the thick of combat, there should be a configurable limit of just how many times per second autopause can be triggered. As it stands i get about 5 autopauses per character with low hp till they decide to be finally knocked out, it is kind of annoying.
  17. Enemies are just an exp food for your swords and fireballs, their only function is to die by your hand, so no reason to make them anything more than a paper doll decorations of the dungeons.
  18. They disabled pre-combat buffing because it was a thing that makes sense to do? It should have been solved by balancing buff durations and availability.
  19. Playing some more got me really annoyed with modals recast animation, characters waste precious first combat seconds jerking in place instead of running to assigned positions. I think I will avoid picking up modals at all, better to stick with passives.
  20. My palladin spends first 3 seconds of every combat recasting his modals now, wonder if this is intended or a bug
  21. No. You don't have to answer rhetorical questions But I understand that immediate penalty does not feel sufficient, and some long term penalty in form of health loss feel needed.
  22. Well, character gets removed from combat, is it not considered a penalty? But yes, I think enemies should not switch to other characters before giving few more kicks to downed party member, depleting health pool directly. That way knockout would not be an easy way out of the pinch safely conserving hp.
  23. It is easy to fix if slider is made that allows everyone to adjust slow factor to their liking.
  24. So basically you propose to proportionally increase armor mitigation on crit, like 2x DT against 2x crit? This may lead to damage being actually worse on crits and that would indeed be a paradox. We could pull it off with DR type armor, but DT armor is not so flexible esp for real time combat.
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