The Dimensionals were meant to be taken out and re-evaluated entirely. The fact they are spawning at all is the problem. But they won’t be gone long. I want them to bring a different kind of fight (with very strong but avoidable attacks, and tanky defensive stats).
Ah, that would explain it then.
Why does Flameline Shot have a cooldown btw? It makes it really uncomfortable to use as you can’t just hold down the button for repeated casts, but Wraith Strike which is basically the same skill but better has no cooldown so you can spam it just fine.
You’re bound to find inconsistencies in a very large pool of powerful skills, and it was less intentionally nerfed than it was meant to provide a different experience. But the damage is most certainly damning that skill to perpetual disregard, so it’s going to see a buff (or some kind of rework).
Can something be done about Mortar Apocalypse’s visuals? The size and bright of the explosion compounded by the multiple grenades makes it hard to see anything but more importantly is distinctly unpleasant to even difficult or painful to look at.
I think Flareshot is the one instance of the mod having the wrong item requirements in the opposite direction. Says it can be used with a 2h ranged weapon (it says gun technically but the game doesn’t differentiate between guns and crossbows after all) as well as 1h ranged, but turns out it’s not actually usable with 2h after all. Don’t see much reason why it shouldn’t be, so should just fix that instead of changing the description text.
I find Hitman’s Bullet on death teleport to be of questionable usefulness at best. Most of the time it’s likely to put you in a worse position surrounded by even more enemies, some of which are ranged with shotgun abilities that are now doing more damage. It will also mess up your attacking, as you’ll be firing in the same direction but from a new position, letting enemies that were in front of you suddenly be behind you. Enemies are simply too fast for the teleport to be “avoiding the enemies who are closing in” as the description says.
Frenzy really shouldn’t require DW to work, it makes the synergy with Shadow’s DW WPS too strong compared to War’s own 1h + shield WPS. An equivalent to Frenzy for ranged would be nice as well, an autoattack replacement to go with the WPS Skill has (though again it should with 2h ranged as well), otherwise basically forced to use Mistborn Talisman or Shard of Beronath.
Yes
Bug
That skill is just really stupid in general and won’t be around long
I agree entirely. There’s already a huge number of DW skills.
How important to you are changelogs? I do agree that it would be a nice sheet of info entirely, but to me, that’s almost torturous micromanagement. That being said, i’m assuming if I just did them, it would become a habit/ beneficial. But it just depends on whether or not you guys care enough for em. I sure don’t (yes, lazy of me.)
Also, wanted to bring this up;
Insanity lets you dual class OR lets you have just advanced abilities in a single one. But I hate that it just says “Hell”. I’m thinking of changing it to Lord of (mastery), or something like Deathlord, Warlord, Magelord, Skilllord?? etc. Does that kind of thing not matter to you (having a noun as a mastery archetype) and would just convoluted text, or does the title feel better to you?
I love changelogs, but I love precision, math, and numbers. I’m an engineer, and genuinely think that in the long run you cannot make a great game (or mod) without spending time thinking and working things out. In the end it runs on a computer, and that runs on purely numbers.
Title matters so little to me that I don’t even notice it. I always refer to a mastery combination as Master1/Mastery2, never the tag name for the two combined.
By no means am I advocating the disregard of numbers and formulated equations to the game at all, but just as I think you left leeway for other methods of balance in your comment, there are other ways I go about it besides comparing equations.
I generally play it, and if it’s fun, effective, but not trivializing the game, that to me is first and foremost the theory that leads me. Numbers are never taken lightly by me, but i’ll readily admit to the lack of careful dps balance.
Yeah, i’ll leave the titles. Lord of (mastery) makes it look too wordy.
And on the changelog part, I started one. Lots of changes to remember though, may miss stuff. But it will be an enormus changelog, as this next build will have endgame in the form of boss replacements
Once you start writing the change right after you make it it will become easy. Don’t worry about making it fancy, just get the basics. You can go back when it’s time to post the changelog to fancy it up and put in proper grammar ;).
but just as I think you left leeway for other methods of balance in your comment, there are other ways I go about it besides comparing equations.
Yes, that was very intentional. Even huge teams of game designers don’t do it enough frankly.
I’m one where even basic algebra can fry my brain. I’ve never been very knowledgeable in that area. I’m sure I could be as decent at it as the next relatively average educated guy, but even if I do somewhat desire to be better at it, that kind of thing to me just doesn’t spark any ambition.
Bad numbers will ruin even the best video games, I know this, and i’m not ignorant about the effect it will have on the mod, but man I wish this shit came naturally to me. I mean, measuring attack speed, procs, auras, passives, buffs, equipment and then finding an average of it between other facets of the game design is absolutely bonkers.