Hawt new screenshots in the media section!

The traps fired from quite a distance and did stupidly high amounts of damage. So they were more like turrets than traps. I guess if you can throw them far enough, it could work. Still seems like too much of a laidback approach for this genre.

Dropping mines while kiting enemies – that works for me!

Assuming that enemies are going to be tougher than in TQIT, as has been promised by Medierra, players may have to learn when it’s best to fall back and revise a plan of attack. Being able to drop a couple of mines would ideally help to soften the opposition in the mean time.

TECHNOmancer

Well, they have to toughen up quite a bit than. Guess we’ll have to wait and see. Also, mines would be great in a tower defense game. wink wink.

AGREED!!

TECHNOmancer

:smiley:

I hope someone mods a custom map for this!

Nooooooo!

I love wading through hordes of enemies and killing them off with one to three blows each.

If I wanted to pull/kite single enemies to fight them one by one, I’d be playing WoW…

Not sure, but I think the damage they deal is going up, not their health. Can’t be arsed to find any official statements about that now though…

To me it sounds like the difficulty comes more from how the enemies forces are comprised…

Like there will still be lots of fodder but there will be way tougher tank enemies and special mobs like healers and stuff like that.

Great screen shots! The game looks more and more cohesive every time you post one.

Tankroles are generally meaningless in a player controlled battle. Why would you attack a tank if you can just get rid of the squishies first?

Also, as for the mine, I think that a “Hit-and-Run” play-style is a totally valid way to play an ARPG, just not my favorite way of playing an ARPG, but to each their own.

Not what I meant…not tank in a MMO sense just basically tougher harder to kill enemies like that new dragor-whacha-macallit enemy they just revealed.

Tougher, harder to kill, and harder to remember? Sorry, I couldn’t resist.

Even the new “dragor-whacha-macallit enemy” looks good in the screen shots.

TECHNOmancer

I blame my youth for the shitty memory I have today :smiley:

All I can say is that the news and screens that we’ve seen in the last few weeks have really left me excited for the alpha release.

Must. . . remain. . . patient. . . sigh

TECHNOmancer

Wow the screenshots are sweet, keep it up fellas!

Burn i say! BURN!!! Muahahahahahahahaha!

Awsome pics, I’d hate to come up against the Dragoul in a dark alley at night somewhere that’s for sure.

but i wonder…

anyone else noticed the items on the ground in the fourth pic?
There’s a box of some kind under the Dragoul’s feet and a cool looking sword behind a piller on the bridge.

steals them

Edit: I stand corrected the sword is there but the boxes appear to be the landmines. :stuck_out_tongue: lol. And the sword looks like its one of the weapons wielded by those little monsters but i still likes it and would happily let my character wield it for some hack’n’slash bliss. :smiley:

Thanks for the comments!

To answer a few questions:

The mines can definitely be used more actively than some are imagining. Don’t think of them as a trap you have to lay beforehand. You can just toss them out under enemies in the middle of a battle and they will go off instantly. Their value as mines though is that they’re sort of like a free action since you can lay them immediately ahead of engaging the enemy and then be firing off another skill while the mines activate. You can see a little farther ahead of you in GD, so you typically have time to drop a bunch of mines before the enemies are on you. Currently they spawn in a set of 3. They’re actually sort of like a smart flame wall that activates as soon as something is within range.

So far as enemies being tougher, I am primarily talking about Epic / Legendary. In Normal though, it will be champions and heroes that present more peaks in difficulty due to their use of skills, not fodder enemies taking longer to kill. An example would be the groble shaman I mentioned here, which often lurk behind the melee enemies and heal from the back making it difficult to kill anything until you deal with them. This adds an element of fun and purpose to skill use since you’ll have certain skills that are ideal for this type of situation.

You forgot my question. :frowning:

Anyway will the Shaman’s be a bit smarter than in TQ? Like running away from you?

I realy like the water fall.it looks amazing with all the water effects and rocks sept i do say isent a rainbow a good water effect?:stuck_out_tongue: and i think the canyons and stuff realy matches the wild west cowboy atmosphere i meen… pilgrim! and the dragoul looks like his teeth are fixed. and looks like he ate some humans before he started eating you! it also seems that there are some weird goblin orc things in 2 of the screen shots? GJ excellent