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Everything posted by Boeroer
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But that's a problem of proper description and explanation (like a tooltip that shows the scaling), not a problem of the nerf or the item per se. This armor can give you +10 stacking deflection on top of other deflection gear - which can be *very* useful for builds that rely on deflection. Nobody said that this armor should be supercool for every character. It would become a no brainer. And those are boring and a hint that the balance is off. If an item is not useful for every build but only for some (like tanks) that's totally ok. It's just a problem if an item is of no use for everybody. Besides that I would like those enchantments that improve combat stats via skill scaling to go entirely. I find them impossible to balance and also silly. If you can't find other meaningful uses for a skill - remove it, too. I also find it pretty bad that spells like Plague of Insects scales with Alchemy. That's unnecessary and silly. Abilities shouldn't scale with skills.
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Tab doesn't work for prefab names. SpawnPrefabAtMouse CRE_Dummy spawns a non-moving, high endurance bit low deflection and AR Rotghast that does minimal dmg. It's nice for testing dps and such. Others are CRE_Tiger, CRE_Lagufaeth, CRE_Broodmother and so on. I think you can find more with FindGameObjectData CRE_<whatever>?
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Most players wouldn't have 200-210 deflection so that extra +5 looks weak to them. If you balance most items around total stacking and power builds these items will all look unattractive to 99% of players.+10. The armor itself gives +5 right from the start and can go up to +10 with enough skill points. +10 is a great value for an armor. 200 was an extreme example. Every tank would profit from +10 to deflection from something that's not a cape, weapon, a shield or a ring. I don't think that this item is only useful for 1% of builds. It's useful for every build that has decent deflection - so most tanks.
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The deflection of the armor (up to +10) stacks with a shield's deflection bonus. They are not mutually exclusive. Each point of deflection has increasing returns the higher you go (compared to enemies' ACC). So for a high-deflection character this armor is still very good. For other builds the deflection bonus is negligible, sure. It doesn't matter that much if you have 50 or 60 deflection. Take something else. But it matters if you have 200 or 210. +10 on an armor is actually pretty good in this case. I can't say yet if it's well balanced now but it definitely was too strong pre 1.1.
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You can never reach 100%. Each additional speed bonus has diminishing impact. You can look at it like that (simplified): - My recovery time is 10 sec (just an example). - I get a recovery bonus of 50%. Now my recovery is 5 sec. - now I get another bonus of 20%. My 5 sec recovery gets lowered to 4 sec. - now I get yet another bonus of 10%. My recovery drops to 3.6 sec. And so on.
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This is such a bad change. Seriously, why? If they want to decouple non-"magic" over time damage (like woundig) etc. from INT then they should also decouple the duration from INT and not leave it at "I curse you! Because you are so smart I will die more slowly, there!" But I would prefer if they just leave it like it was: consistent!