@Nekrage In my opinion it's not matter of removing that kind of enemies from game but add mechanics that allow you to deal with them by any class like craft elemental damage into weapons or skills that convert some percentage of your damage into ele/true dmg. That would not only raise variety of build possibilities but also create more profitable and desire craft opportunities for crafters. It would also "force" you to keep your armoury updated in various weapons depending on what area/creatures you aiming for. In other hand now you need to get a group to achieve skills out of them so its making every class equal in terms of being useful at some point(excluding archer but im working on it). To keep the balance It would be fair to add elemental or magic immune monsters that will force mages to look for help in melee users. But at the end of a day its just my opinion and they got their own plan and purpose in that kind of mods/creatures. Best of luck n hopefully we will cross blades in next test phase.
HeavyHitter
Ocobletka
@Ocobletka
In game nick HeavyHitter
Best posts made by Ocobletka
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RE: Physical Immune enemies should be removed.
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RE: Talent tree info
@Atrium It won't be balanced for sure as its alpha testing and main purpose of it is testing and balancing game. But because of that it would be nice to get some info b4 start so players highly focused on mechanics of game can catch things like this and inform about it.
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Travel time/Monster spawns
So I really enjoy previous alpha and idea of towns is great. But lets be honest, we are getting skills by killing monsters. It happens that I joined town far to west. I made an archer, get frenzy from skeles, some skills from goblins, then it appears I have to walk all the way to valley of shadows because that is the only spawn point of goblin archers etc. Time i need to spend to walk down there is just stupid. And lets say I will get there and my weapon broke...I can craft it just in my hometown. What Can I do in that situation? Die? Craft it and walk again? Even if not after farming what I need walking back with loot means loosing 2h again. And "Exploration" got nothing to do with that because its all the same on the way. In my opinion we should have at least option to tp back to hometown with all stuff we got. If not there is crucial need to apply somethink like autowalk between cities otherwise players will quit game just because of that or everyone will be placed in good spots and rest of map will be dead. Im kindly asking to make more spots with each monsters in good locations from all towns.
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Talent tree info
We all waiting for next Alpha, during that time It would be nice to have more information about talent tree. We would have then time to prepare and make plan about what build we could possibly play and "do the math". Is there any chance we will get information about what benefits we get from tree nodes?
Latest posts made by Ocobletka
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Any spare access key please?
Anyone with spare access key? Would like to try out last alpha. HeavyHitter
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Travel time/Monster spawns
So I really enjoy previous alpha and idea of towns is great. But lets be honest, we are getting skills by killing monsters. It happens that I joined town far to west. I made an archer, get frenzy from skeles, some skills from goblins, then it appears I have to walk all the way to valley of shadows because that is the only spawn point of goblin archers etc. Time i need to spend to walk down there is just stupid. And lets say I will get there and my weapon broke...I can craft it just in my hometown. What Can I do in that situation? Die? Craft it and walk again? Even if not after farming what I need walking back with loot means loosing 2h again. And "Exploration" got nothing to do with that because its all the same on the way. In my opinion we should have at least option to tp back to hometown with all stuff we got. If not there is crucial need to apply somethink like autowalk between cities otherwise players will quit game just because of that or everyone will be placed in good spots and rest of map will be dead. Im kindly asking to make more spots with each monsters in good locations from all towns.
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RE: Talent tree info
@Kralith I am aware of that, but I was hoping to go thru nodes one by one read what passives are available and by that information you can predict build possibiliities. For example we would know if there is any "summoner" class, rougue, assasin,tank or necro or any other. Of course this is not consistent without skill list available and items as well but for me that would help ALOT to survive waiting time.
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RE: Talent tree info
@Tuoni maybe they are part of it :o? Maybe this game is group hypnosis?
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RE: Talent tree info
@Atrium It won't be balanced for sure as its alpha testing and main purpose of it is testing and balancing game. But because of that it would be nice to get some info b4 start so players highly focused on mechanics of game can catch things like this and inform about it.
-
Talent tree info
We all waiting for next Alpha, during that time It would be nice to have more information about talent tree. We would have then time to prepare and make plan about what build we could possibly play and "do the math". Is there any chance we will get information about what benefits we get from tree nodes?