oztor wrote:What about Duncraig barrels?
id say we wait for asking specific questions like this once the game is out
oztor wrote:What about Duncraig barrels?
Marco wrote:Unda wrote:The changes Im against is removal of debuffs like miasma and spellbind (player got that skills from tree or procs, so should accept the fact monsters are capable of using one too), my first thought was its taking off some spice and variety mod had but maybe you got plans for future which can add monsters who will be able to reflect (cast back) players/mercenaries debuffs.
I addressed this concern in reddit, so let me paste it back here:Marco wrote:We should probably have put more details in the "monster curses" paragraph. It's only a total of 4 effects removed:And the effects of spellbind/miasma were reduced, but this is due to a different rework. There are still lots of additional monster curses/debuffs in the game: SoR, Chronofield, Mythal, Amplify Damage, Banish, Colosseum, Unseelie, etc. The unfriendlyness with HC & glitching of the removed effects were just not worth it.
- Melee-only aura from hellcats
- Stat-reduce curse from fallen knights
- Prevent-heal from nightmare curse
- Porkchops
So yeah, it kind of looked like we just got rid of all debuffs or something, but not the case. Sorry
Stat-reduce curse
and Prevent-heal
were bugged and broken due to lack of other mechanics in current engine.Melee-only aura
and even Porkchops
were easily countered by just using any mercenary even ranged mercenary (imo when we think about any main character build natural part of it should be mercenary), its that simple and I dont think its too hard for newbie players to learn about, so my vote would be to keep both as they also provide some challenge in tactics. Dunno maybe solution is to place them in specific area of maps like unique monsters, so newbie players could learn on their mistakes, way better than castration of such awesome monsters.Marco wrote:Unda wrote:About 1HKO's I hope you didnt removed Detonators and Firebloods, as mentioned above its spice that mod needs, even on hardcore.
We did not, at least I think firebloods are fine, detonator I'm not fully sure still.
This is partly why we clarified on why 1HKOs are over-represented and we are looking to get rid of the inherent-1HKOs only
oztor wrote:Marco wrote:This is partly why we clarified on why 1HKOs are over-represented and we are looking to get rid of the inherent-1HKOs only
What about Duncraig barrels?
Marco wrote:We did not, at least I think firebloods are fine, detonator I'm not fully sure still.
This is partly why we clarified on why 1HKOs are over-represented and we are looking to get rid of the inherent-1HKOs only
Doomsday wrote:oztor wrote:Marco wrote:This is partly why we clarified on why 1HKOs are over-represented and we are looking to get rid of the inherent-1HKOs only
What about Duncraig barrels?
yeah rigth, would be great if they change the barrels dmg
Orr wrote:Doomsday wrote:oztor wrote:Marco wrote:This is partly why we clarified on why 1HKOs are over-represented and we are looking to get rid of the inherent-1HKOs only
What about Duncraig barrels?
yeah rigth, would be great if they change the barrels dmg
would be a great change if barrels stop explode when hit the walls
oztor wrote:Orr wrote:Doomsday wrote:oztor wrote:Marco wrote:This is partly why we clarified on why 1HKOs are over-represented and we are looking to get rid of the inherent-1HKOs only
What about Duncraig barrels?
yeah rigth, would be great if they change the barrels dmg
would be a great change if barrels stop explode when hit the walls
Right, normal barrels are fine imo, but those exploding after hitting an object are silly and annoying. Same with barrels that souls throw when you are behind the wall in another room, and u teleport right in the explosion.