Somnus wrote:LC0 == 17 volrath spinning in a circle..
I dislike the concept of missable LC a lot and Volrath in itself wasn't too interesting of a design, so definitely not a fan of that content, but ngl that stream when you attempted to summon as many as possible was quite entertaining.
Marrt wrote:Opgedronken wrote:It was more of a joke, but still it is kind of pay to win from what i'm reading.
In any case the timer lockouts have caused my frustration bucket to fill again, so I guess that's it for this run. I guess I might be back next year. It would be cool if someone did a hard fork of the mod, but it would be difficult to rebalance, because it's more or less balanced around lockouts now.
It's balanced around the ability to die infinitely many times in a limited amount of time, whereas it should be balanced around bosses healing and you dying a low amount of times in an infinite time window. The first one is a corpse rush, the second forces dodging abilities.
I too am not a fan of lockouts but if I'm not misremembering there are some limitations that do not allow for every boss to heal upon killing the player and only the player in many situations, or something similar.
Opgedronken wrote:Why did reanimates get scrapped anyway? It was one of my favourite features, although usually not really adding much, it was still fun to have random monsters tanking instead of lame undead.
Actually a big "reanimations rework" was supposed to happen during 2.0 dev cycle, but ultimately it got postponed indefinitely because of lack of time and a few limitations. It's still on our backlog tho, and reanimates got gutted, so it should happen in the future because as of now reanimates are basically pointless and there was the intention of reworking them in some capacity.
Jampula wrote:Thid is arpg, not rpg. Randomness is point of the gsme.
This is completely untrue. Maybe you're confusing aRPG with something more akin to a Roguelike/Rogue-lite or similar genres in which a set amount of randomness is to be expected (be it level generation, loot or whatnot). While it's accurate to state that the RNG toll is quite hefty in the Diablo's formula by design, that doesn't translate at all to the whole genre not even in the slightest. Furthermore imho mxl could really use less RNG, but that would need some unspecified additional core work (like for example having custom chests which are not monsters in disguise actually drop deterministic loot and so on).