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Sensuki

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Everything posted by Sensuki

  1. Buffs don't even really need an AoE effect, just a per-unit one.
  2. No they also take a shadow when they're near a shadow, not just when their selection circle crosses it. I did a better demonstration in my v278 review
  3. I am also having this problem, it eventually works you just have to try 3-5 times or so.
  4. Yeah we said in our paper that Action Speed is probably a bit underpowered. I'm going to keep working on this though, for v1.1 I'll be making attributes have more of an impact (probably higher bonuses per point).
  5. As for new models the stock female chain mail got an update, they reduced the bust size and touched up the armor to make it look more raggedy.
  6. I really don't think it is. I don't want an animated engagement UI. Animated Targeting reticle is more important. Turn Colorblind mode off again.
  7. No DT. The current weapon damage ranges are balanced against 0 DT. Using DR would make 1H weapons, implements and Bows viable. They can also be balanced against pure DT as well, but it would require a bit more work.
  8. Accuracy values did get a bit of a nerf in the latest patch. You didn't compare the BB characters Might values either. Might should still be better for DPS, especially when you start getting better items. Higher per-point values of attributes would probably be a good thing though
  9. No DT 10 reduces 11 damage to 1 damage (1.1 damage in PE system due to 10% rule) DR 50% reduces 11 damage to 5.5 damage Big difference.
  10. No they need to be split into two different groups because there's two different power levels of talents.
  11. DR is the easiest to understand and the easiest to balance. DT is more 'interesting' but harder to understand and harder to balance. If flat DR was used, weapon damage ranges would be pretty balanced, although attributes might need a bit of a tweak (ie might 3% damage, dex 2% ias)
  12. Sure, because Accuracy is pretty good, but it's not as good as Might is on it's own. Range isn't implemented properly yet, and it's a useless combat stat to add into the system.
  13. If they are both called Talents but different pools, people are going to wonder why they can't choose the talent they wanted to get next. That's why I think they should be called different things.
  14. There are already talents that are essentially feats.
  15. Well that could also be confusing, may as well just rename the second talent pool. Could call em traits, perks, feats whatever. Doesn't matter.
  16. This suggestion aims to solve three perceived problems: Some classes are a bit inflexible Barbarians, Monks and Fighters can't really be effective ranged characters, because their abilities do not support it. Casters don't have as broad spell selection as the IE games. Character Progression is pretty banal Compared to Icewind Dale 2 and BG2:TOB character progression feels pretty automatic and not really that 'exciting'. Talents are imbalanced At the moment there are two types of Talents. Talents that are on the same level as a class ability, or close to it - such as "Bonus Knock Down", Talents that grant completely new active, modal or (good) passive abilities, or extra uses of existing ones; and Talents that are derivatives of D&D Feats that give a small passive bonus such as the Weapon Focus feats, Penetrating Blast and stuff like that. In my opinion it is pretty clear that the actual ability style talents where you get something fairly substantial are superior to small passive bonuses. My suggestion to fix this is to split Talents into two distinctive pools: Talents, which are effectively optional class abilities [active, modal or significant passive] or additional uses of current active abilities; and Feats, which are small passive benefits that give new small passive bonuses or augment existing class abilities with a small bonus. An example of a Talent would be "Bonus Knock Down" or "Extra 1st Level Spell Cast" An example of a Feat would be "Weapon Focus" or "Penetrating Blast" Talents can be used to give classes a choice in how they want to build their character. Do you want to make a Ranged Fighter? Perhaps you can choose a bunch of Talents to augment that build and make it viable. Want to make a Gish? Pick Gish style Talents. And finally, the progression of Talents and Feats should be something like this Level 1: Talent Level 2: Feat Level 3: - Level 4: Talent Level 5: Feat Level 6: - (Perhaps bonus Attribute?) Level 7: Talent Level 8: Feat Level 9: - Level 10: Talent Level 11: Feat Level 12: - (Perhaps bonus Attribute?) or even Talent: 1, 3, 5, 7, 9, 11 / Feat: 2, 4, 6, 8, 10, 12 This would be pretty easy to implement as well (other than the work on the Talents and Feats themselves) as all it really requires is a copy pasta of the Talent code, and some renaming and re-classification of Talents, Feats. What do you guys think?
  17. Seems a bit convoluted to me. DT absolutely ruins low damage weapons (doesn't matter if they attack faster). Damage values can be altered, but it would be much simpler to just use one or the other IMO.
  18. Perhaps the game needs Talents (Optional Abilities) and Feats (small passive bonuses).
  19. I'm not exactly sure how it works but the way NCarver described it it was like ... DT was used for low damage and then DR was used for high damage or something, but I'd take that with a grain of salt if that's the case, that absolutely renders lower damage weapons complete trash, as if they weren't already bad enough straight DR would actually be completely fine, and it would balance low dmg/faster and high damage/slower weapons
  20. What's the deal with using both DT and DR ? DR hasn't been mentioned once at all before Seems to me like it would be better off using one or the other ?
  21. I complained about selection circles being the wrong color and too thick, so you can bet your life I will complain about unit highlighting
  22. This is probably the most super nitpicky report but Marquee select is missing a 1-3 pixels at it's starting point in the top left of the square
  23. Yeah this has been a bug since v257, been reported multiple times but perhaps not acknowledged yet.
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