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zilbest

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Everything posted by zilbest

  1. I already finish my first game with Monk + Cipher - forget the exact name (I love the idea of replenishable 'Mana'). For the second run, I picked Sorcerer (Wizard + Druid) as total caster char and I already at the 2/3 of the game. For the 3rd run, I'm already in love with Wizard (no sub) but I plan to combine it with martial classes. What martial class do you guys think is the most fun to combine with Wizard? Because I really can't decide... From the name sake, Battlemage is the most catchy, IMHO, but there are already so many fighters in my team (Eder, Palegina, even Aloth). For Paladin, I'm afraid the disposition will restrict me to some choices. Also, I'm not that interested with most active skills. For Rogue, I don't really like playing stealth in this game. For Monk, I already tried it on my first run. The only thing that I have in mind right now is Barbarian because of Carnage. But is it kind of redundant? because both are AoE expert in their respective area? Barbarian is an expert in AoE auto-attack I think. I'm not saying I wont consider again those 5 classes I mentioned if you guys have interesting ideas. I'm even considering Wizard + Priest / Cipher again to make a different kind of caster. Is there any interesting ideas or theory-crafting build to be used with Wizard multiclass, especially now with 1.1 patch?
  2. Yeah, I totally forgot bout XCOM2... Thanks for reminding.. it is indeed easy and straightforward to mod. We even have dozens of appearance mods there for a turn-based tactical RPG. Furthermore, as you said, modding tools and easy access could also make the game live longer. D:OS2 is also short for a cRPG but it's quite fun still to mess around with the Game Master Mode. And don't get me started for Skyrim which becomes the golden egg of Bethesda. I bet they plan to release Skyrim again at least for the next 2 console generations
  3. Yes, I read that too... The latest beta patch also makes it easier to modify difficulty setting. But I still want to emphasize the importance of modding... :3
  4. Seeing the forum and Steam discussion, I think it's just funny how people will keep complaining over anything. Maybe most of you didn't realize this but balancing is the greatest challenge for any game developer. It doesn't care whether it's singleplayer, MMO, or MOBA since each person has their own taste and capabilities. No matter any kind of balancing done, buff and nerf in every part of the game, it will not satisfy everyone. Thus, one simple solution is MODDING TOOLS (okay, maybe not that simple). But easier and friendly access to modding will ensure everyone gets their sweetspot of balancing. In Skyrim or other modding-friendly games, I think no one complaint about difficulty balancing anymore. If it's too easy, there are dozens of hardcore mods. If it's too hard, jusy install mods to make it easier. Right now, modding access is really tedious or complicated. For example, in version 1.02, you have to edit every single enemy to change their HP. Editing level scaling is also tedious. Another sample, making new weapons or armor is also stupidly tedious since you have to make new entries if you want the stat doesn't influence vanilla items. You have to make new arbitrary ID for ItemMods, StatusEffect, Attack, etc. If you want a weapon, for example, to have a 30% Instant Recovery Stat, you have to make 2 status effects ID: One with StatusEffectApplyOnEvent (or something like that) and the StatusEffect itself. The arbitary ID thing is, for me, also making it really confusing and tedious. Why can't we just put the DebugName to call so it's easier to track? I played a lot of modding in many games like, D:OS2, Torchlight 2, Skyrim, etc and most of them are so much straightforward. I'm not sure if it's because of Unity engine or not since I'm not a programmer. But still, an official modding tool so that it is so much faster and simpler is definitely a one stop solution for a neverending difficulty balancing problem.
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