@Laveilath said in House and its owner rights:
while you are enchanting with all herbs/equipment in your backpack
Why are they in your backpack? Put a chest right against the crafting table and drag and drop to and from the chest.
@Laveilath said in House and its owner rights:
while you are enchanting with all herbs/equipment in your backpack
Why are they in your backpack? Put a chest right against the crafting table and drag and drop to and from the chest.
There are many reasons to keep hunger going at a normal pace no matter what.
I was just thinking, trade-offs I listed are penalties. Instead, what about bonuses for different armor types to add flare instead of negatives. This could be based on the skill and not just in general.
Example:
Magic Missile
Heavy Armor - Chance to finish spell even if interrupted.
Medium Armor - Higher chance to crit
Light Armor - Channel speed increased
Stealth
Heavy Armor - Cannot be crit while stealthed
Medium - Perception is higher while stealth (stealth hunters)
Light Armor - Increased movement while stealthed
Hello devs. I just had my first session in alpha and I am loving what I see so far. The game feels smooth and crafting is enjoyable. I like the informative tooltips and hope all aspects of the stats get more love. One thing I love about Torchlight is the tooltips show exactly what affects the skill and the final number given all the stats.
One thing I hope changes though are the arbitrary skill restrictions. By this I mean each skill can be locked away just because of armor type. I get some attacks should require a certain weapon, but even those should be as free as possible.
As it stands now, it feels like there are essential three classes in a class-less system; light armor, medium armor, and heavy armor. This makes me feel like I can't really make unique characters. I get a choice of one of the three armor classes, and then have to pick synergies from a restricted list.
What I would like to see are trade-offs for using skills that are currently locked by armor. Such as stealth skill requires light armor. If I put one heavy armor piece on, like a helm, bam no more stealth. Instead, what about modifying your stealth stat based on armor. If I have 100 stealth, putting on a helm could reduce it to 95. Putting on fullplate chest would reduce it to 50. This would make it much easier for me to be spotted, but it would be my choice.
For casting spells, instead of saying no, there could be other trade-offs. Casting a spell in full heavy armor could increase the mana cost and/or increase the cooldown.
Again, I love what I am seeing so far. I just hope we get more freedom with skills in the future.
Quest complete. I am looking forward to races meaning something. I remember in a game way back when, undead and trolls had cool unique racial traits the mattered.