Try GoE. Same basic idea - more content and possibilities
Posts made by HirnKhan
RE: Cleric Feedback
The Holy light spell - I know the AOE radius was recently changed to do more damage and a bit wider (with higher recharge), but the visual effect did not seem to change since launch. I do not seem to use it as often as Smite.
What about changing the Holy Light to an actually be a light source for in dark areas like the Wizard's light spell?
Smite definatley is the primary damage dealer. Not sure about changing holy light into a light spell, though. Maybe an AoE debuf with the possibility to insta-kill undead?
Divine Shield - Does it only work for projectiles or does it work for melee as well? I was thinking maybe on the higher levels of the spell, there can be a chance to reflect the projectile/damage back at the source so it will do some damage back (in Rogue Legacy there was an item you can craft from the blacksmith with 'Retribution' status that would do 50% damage back to any damage you received from enemies or traps that worked really well).
Divine shield does not work against falling damage. I'd still like it to scale depending on equipment worn. Cloth biggest DR - plate smallest
Blessing of Wisdom - I think it should be permanently applied to your character's spell power, but you should also be able to cast it on allies, maybe with a longer cooldown? Sometimes when i aim to cast it at an ally, it will just cast it on myself instead.
Hmm, something like 'permanently add 5/10/15/20/25% to your wis stat - can be cast on friendly targets (excluding self) for 1.5/5/7.5/10/12.5% ' ?
Healing spells - Right now we have Heal, Group Heal, Channel Heal, and Regen
The Group heal, right now it looks like you need to stand in one place and hold the ability button you have mapped, and it will heal those around you but the description says it sends a blast of holy magic to those around you , which makes me think its an instantaneous spell.
Channel Heal and Regen: Are they pretty much the same type of spell but one you have to target and heal and the regen you cast once on your target and then it will gradually heal? In this case I think the Regen might be better and have it as a 'fire and forget at your alliy' type spell.
Keeping with the Holy theme or the Cleric, what about adding a 'guardian angel' type spell? You could cast it as a familiar on yourself or on an ally, and it could fly at about shoulder height or so and protect the target by taking its damage & healing, and maybe doing some melee damage as well.
I suppose familiars and such would be Summoner spells (assuming we'll see summoners) but the angel could be a light source and AoE debuff against undead creatures?
RE: Combat Key Press Priorities
I see. I will have to test this when I get back home. I suffer from severe case of altitis so I have all classes at my disposal - but yes my primarys are my cleric and my wizard.
There's one difference though - all cleric skills are targeted while stoneskin is selftargeted, right? That way you can be sure to cast it on yourself while my Cleric once again will cast regen or divine shield on the ranger that just happened to rush by. In other games people use iframes /ani cancels to achieve what you want. But I have to admit I haven't started looking at possible combos yet.
I don't think insane is perfectly balanced - it's just very tough. Perfect balance does not exist in MMORPGs. I assume it's safe to say that we two have different views of what balance should look like and we're only talking PvE. Add in PvP and it really would get crazy in here.
RE: Combat Key Press Priorities
OK let's try to point out which part I misunderstood
As I continue to get into the groove of tanking it's becoming more and more apparent there is an inherent flaw in the combat system having to do with key press priorities. I am unable to activate a defensive ability, such as Stoneskin, if I am in the middle of performing another ability, such as a basic attack.
You want to activate one ability while another one already is active, right? Abilities here are everything linked to one of your buttons?
I understand not being able to use something like cleave in the middle of an attack, but not being able to use a defensive ability has caused me to approach difficult pulls by basically not attacking so that I can active a defensive. Cleave is the worst offender since it's such a large time commitment before I can use something else.
And the problem is?
Please consider allowing classes to cast non-damaging abilities at any time rather than after the completion of an ability.
Non-damaging abilities exclude heals?
Go tank a couple insane runs then tell me it's okay. It would be fine if there was a gcd system in place but there isn't. And the game already works this way with healing spells so I don't see why it can't work with defensives.
This is the part that confuses me besides that fact that you tank in a dungeon on insane difficulty which should be -well- insanely difficult
You start an attack - while this attack is on-going you would also like to perform another action which is non-damaging but not a heal.
You do not know me and therefore have no right of accusing me of not knowing what I am talking about!
RE: Combat Key Press Priorities
I think Being able to cast heals and/or defensives while you attack would make any class with that ability op. I have not consciously tried this on my Cleric but I am pretty sure I cannot attack and heal at the same time. You could completely remove the player from the equation by writing a key hammering bot or just a simple macro that presses all buttons for you. Then one could 'focus' on positioning and spamming the I Win button. Not very challenging. You should talk to your off-tank to take some burden off you so you have time to time your skills.
RE: What Rhymes with Bard?
The usability of the Bard class has nothing to do with RP or not. Buffing and debuffing are important game mechanics that are currently missing. After the nerf to the cleric's wis buff and divine shield I hardly use them in groups since they disappear too quickly and are hard to aim correctly while in battle. I probably have died more often due to trying to cast DS on me and it disappearing almost instantly instead of just trying to heal myself.
The lockbox example is not valid since you assume you would ask the rogue for every single box instead of asking him ' I have these 20 boxes. Would you please help me opening them?'
RP is not something the game forces you to do, at best a game can provide tools and resources that allow players to RP. Just take a look at the Prancing Pony in Bree. There's no 'RP or Die' sign at the door - still there's a lot of rping going on there.
As for the Bard - 15 min music (instrument) buffs and 10-30 sec ranged (bow/xbow) debuffs would be nice. Actually being able to override the default melodies with our own compositions would be cool.
If RP is planned we should have a dedicated thread for that and not tie class and RP together in one thread.
RE: Starting Stats
thanks for the explanation.
So if I understand you right we're looking at a 2-phased life cycle of our characters - the road to 50 and specialisation. Assuming that is correct I think the current classes are ok the way they are since they should be looked at as generic types - the STR based melee fighter (CHA), the DEX based melee fighter (ROG), The INT based caster (WIZ), the WIS based caster (CLE) and finally the DEX based ranged fighter (RAN). Which leaves an open spot for an additional ranged fighter so we end up with two each. The missing class would be the CHA based ranged fighter (BAR).
Once at 50 you would earn and spend points into specialising/fine tuning your character. For example you choose a passive that will make your attacks generate more threat (CHA as tank) or another to reduce threat (CHA as dps).
Are we looking at a shared pool of skills/abilities that all class will draw from or dedicated pools for each class? Will there be a max to the number of skill points you can earn which would lead to flavor of the day templates?
As for rerolling at 50 - I don't know. Wouldn't being able to put skill points into stat improvements be more efficient? Maybe for a max of +5 total?