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Everything posted by GuyNice
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You're right, you can't please everyone, and balance is quite tricky to achieve. In fact I think it's impossible to balance for group play and solo at the same time. I believe the developers see it too and decided to balance around group play and not solo. But people play games as they enjoy them, and if the possibility is there, they will find other ways to play than what the developers intended. Ultimately this is your mod and you should balance it as you see fit. I try to provide feedback as I see it but obviously it is highly subjective. I try to compare power level with other classes
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I think that's a good idea for a talent - intelligence affliction resistance (similar to the paladin talent). Paladins have one and it's a very attractive choice. Giving it baseline is too much I feel. As for the Bear interrupts, you can do it on Crit? That's quite powerful though (Rangers get interrupt on crit talent at PL9). IMO it could also be a PL9 talent here as well, although it seems we're starting to copy too many mechanics from other classes...
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Not in my game - occurs on spells with casting time too. Also noticed now that on level up the auto-granted spells no longer appear on the left side, instead it shows Spiritshift Bear -> Elder Bear -> Dire Bear. Not sure if intentional or not but it's a little confusing. Noticed new talent: Bleed - I like it. Suggestion: Change name to "Lacerate".
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Popped in game for a quick test and remembered something which bothered me earlier: Exoskeleton Plate should be self only (thematically and according to the description) yet you can target friendlies with it. Also there's a bug when casting in Stag form. It starts casting but freezes right when the spell is about to cast. Boar ability Pick Up the Scent gives Concentration (should be Aware only, no?). Druid Stage Carnage ability has wrong description. It suggests you do an AoE with every attack, but it's a single use AoE on hit. Unstoppable duration seems too high. At level 9 wi
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Fair enough, we all have our own way of playing. However for the solo tests may I suggest wearing some (appropriately powerful) items, as I don't think any character should be able to solo the hardest encounters in the game naked, if at all Edit: If we're going to tone down abilities instead of lowering the amount of shifts, let me suggest Bear roar - should do Shaken (from Frighten), similar to Barbarian ability (still has much better AoE). Cat form action speed buff is too high (33% on top of Swift), I suggest lowering to 20%. If you use it in a party setting to cast spells at the begi
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In that case I think a better test would be with some items. Also I don't think solo viability is the only parameter to test class balance. A class can be too strong in the contest of a party even if it's not the strongest in solo scenarios. Anyways I understand it's an issue from a technical POV. Maybe the answer is to reduce the shifts per encounter - give the 2nd tier at level 11 (for example) and leave it at that, max 2 shifts per shape per encounter. You could increase shift duration to compensate if total shift time becomes too low for late game. About Vampiric - if you look at the e
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Glad to hear things are mostly balanced later game. Maybe constitution affliction immunity items are a must have for him (due to the big reliance on healing). My testing has only taken me to level 9, so it's early days. While the Shifter has been very strong, he hasn't exactly been breaking the game. The reason I was concerned was the comparison to other classes. It seems the shifter can do a lot more per encounter than most (if you compare per encounter resources). But perhaps that's a decent tradeoff to losing access to insanely powerful armor and weapons.
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I'm not sure I like that. If it's still an option in character creation then it just becomes a noob trap. It's not a real choice as it's completely suboptimal. It wouldn't affect me personally, but why is it even necessary? What's wrong with letting people choose whatever class combination they want?