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Manveru123

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Everything posted by Manveru123

  1. Yeah but Wizard is still better. The only competitive Druid subclass is not available to the players ._.
  2. If you make it too complicated, it can discourage players. I'd hate a situation where I have to fight enemies immune to anything other than ice/water when I don't have any way of dealing ice/water damage at the moment. Baldur's Gate solved it by smart item placement (for example, you find some non-magic weapons right before you have to fight Magic Golems who are immune to magic weapons).
  3. A dps Paladin doesn't care about party support. He spams FoD. That's it. Also most of the abilities you listed are passives. And if your Swash uses all those abilities, he'll run out of resources early on during combat and will just autoattack. 1 button > 0 buttons. You have so many options and yet in the end all you need to do to win is spam Crippling Strike. I mean I can take Barbaric Yell and Wild Sprint but why the fook would I ever do that? To have more buttons to push? :D
  4. How is that different from Swasbuckler spamming Crippling Strike or Paladin spamming FoD? Every class uses mostly just one, most efficient and effective attack. And this barb runs out of resources only if there are no corpses to eat.
  5. Cool, but all you need is level 13. After that it's a faceroll. And considering that you will be level 10 by the time you're done with most of Neketaka, you have quite a lot of the game left.
  6. Druids are better healers. Wizards are better nukers (alto Berath and Magran are close). But multiclass options are decent, especially Contemplative and Shaman.
  7. You're a better designer than whatever Obs has at the moment. This is the kind of "balance" I can get behind. The way to make content more challenging. Encounter design! No AI changes are needed for this, just some terrain changes, archers on the high ground, stuff like that.
  8. I kinda feel some sort of deja vu here, but.. why cast Tornado when you can cast Maelstrom instead?
  9. You're right about mentioning Stunning Surge, the nerf was that resource restoration no longer double-dips when you DW, and it affected other abilities too (like Gambit).
  10. It doesn't matter, just have them all wear heavy armor, shields, chant all healing chants and any offensive ones, then use accumulated phases for summons. This is very slow and boring AF but effective because you can't die.
  11. Why would you ever want to mind control anyone tho. I mean maybe on the first island, yeah, but after that it's not worth it.
  12. The conclusion is that you can consider not multiclassing any class you want, because everything works. It's just that casters, especially offensive casters, need power level the most, so they're usually better off as single.
  13. Dragon Trashed is now garbage, they cut the damage to next to nothing. Sacred Immolation is hard to use because it now deals heavy damage to the user. Any class other than offensive casters can be easily played with AI scripts. Ad.3: Wizard.
  14. I think Tornado only hits once, and you get more damage overall from Maelstrom.
  15. And what if they don't attack you? Or what if you fight against casters? And are you sure you can generate enough Wounds to keep the ability up all the time, because you don't really get hit when it's up? This is only situationaly good.
  16. So basically, if we have a dungeon that ends with a difficult boss, we cannot use any per-rest abilties for the whole dungeon to save them for the final fight? Sounds fun. Not. Also this system would be abused to hell and beyond. If enemies respawn, I can farm infinite money in any dungeon I want to, by clearing it almost-fully, selling loot and repeating.
  17. I tried something like that already. The problem with a character who is both a tank and a healer is recovery time. Heavy armor slows you down a lot, and a good support character needs to be reactive (especially with LoH). This is less of an issue in the late-game, but you need to reach late-game first As such, in this particular role, a Herald feels optimal. I like building my Liberator as a full supportive, fast caster, who can also deal some spell damage and summon monsters when needed.
  18. they should just make it so single-class characters get a new power level every 2 levels, multiclass characters get one every 3. Early game would be a nightmare for casters.
  19. You mean the passive healing auras the Chanters have? Those are cool, but only really relevant in the end-game, when you characters can take some hits and the enemies have trouble outdamaging regen on your tanks. Early-to-mid game LoH is 1000% times more useful, especially with invulnerability. After you reach late-game, there won't be a single encounter where you will use up all of your Zeal (at least there wasn't for me), so no refreshing was needed. I did save all of my Zeal for LoH though.
  20. But if you want to keep Blade Turning up, you can't use any other abilities. A tank who is just a brick is useless.
  21. I'd say that a Liberator is better than Theurge. Or at least on par. Spammable burst healing that makes a character invincible for the duration (with correct Paladin subclass), combined with Druid's healing over time, is ridiculously good. Is a legit Contemplative (meaning, no Woedica!) really that strong tho?
  22. But it is tedious. What exactly is challenging in going back to the Inn? How does the proccess of going out of a dungeon and going to an Inn to rest up is a "challenge"? This is just a huge waste of time, especially with this game's horrid loading screens.
  23. That's true, but a Vanishing Strike build is legit fun and powerful. EDIT: If Obs buffed it, to allow Rogue to make ANY attacks for the whole duration of this invisibility effect without breaking it, it would easily compete with anyone dmg-wise.
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