A Taste of Divine Crystalline Goodness
Hey I had a couple of questions about the newest version. The first is with regard to the energy shield skill. The tooltip says that mana takes 100% of the damage, yet occasionally monsters still hit the sorceror every now and again for damage. I was wondering if you implemented a small chance for monsters to deal meager amounts of damage in order to require the sorceror to repair armors in a similar manner as the other two classes. It would definitely help with balancing for sure if that was the reasoning for it.
My second question was about the damage reduction per mana point. Since the damage is supposed to be 100% absorbed by your mana pool during the energy shield skill, does that mean the damage reduction simply means you end up taking less mana damage total? For instance lets say normally you would take 10 points of damage without the energy shield skill on. With a level 1 version of the skill active instead (20% damage reduction), that 10 damage would translate out to only 8 damage actually received right?
I also wanted to inquire about when you expect character skill point resets. I know you stated that if you added in major skill additions to some classes you would offer skill point resets to characters of that class that were already created prior to the patch. Was this only with regard to completely new skill trees though? I was thinking maybe you could have the normal 3 point reset per character level, but also possibly have an item similar to the item altering stones for character respeccing purposes. This item would of course be extremely rare and you could even limit the number of uses of this item per character level if you wished. The way the item would work is you first right click on the item just like when you use a stone of stuffing/accretion. Then you would choose a skill that has points in it already and the skill is lowered by one skill level (would only work on skills you have learned by adding skill points). That point is added back into your total number of unused skill points for use later on. I am unsure if it would be easier for you to transfer the point directly to another skill or simply return the skill point to the user for later assignment.
The reason I bring this up is the fact that the sorceror appears to be missing a fair amount of future possible spell modifications. However, my main concern here is that since he possesses all of the skill trees already, based on the indication you made earlier, he would not be given any skill resets. This would lend to the idea that sorceror characters created prior to future patches won't have the ability to test out any new skills added in to their full potential. I very much hope that this isn't the case.
Edit: I also found another peculiar issue recently. Apparently when you have a scroll of town portal and a nearly full bottom row of skills, it will generate a strange gap between the town portal scroll selection and your other skill selections. I am not sure if this was intentional or not but I figured I would make mention of it. The screenshot depicting this can be found below:
[attach=9511]
Edit 2: I also just encountered another rather strange occurrence regarding the sale of items with curses. The item I tried to sell said it's sell value was only 1 gold. However, when I checked the items buy price in Grizwold's sale inventory, the item now cost around 3400. I don't know what causes this anomaly to occur, but I will post screenshots to show this.
This first screenshot is the value of the item in my inventory:
[attach=9512]
This second screenshot is the value of the item in Grizwold's inventory:
[attach=9513]
Edit 3: I discovered the item cost likely has something to do with the + damage taken curse effect. The reason why is because I received another item later on that had this same curse effect and it gave the same result.
I also wanted to inquire about the crystalline prefix. Did you believe that this prefix was too OP for your map? I was thinking that maybe you could add it in, but make it a high-level prefix you could only find in hell difficulty or something. I believe a reason why you decided not to add this prefix in is because then there would be 3 possible % damage boost prefixes that could land on weapons. Also the durability debuff could be circumvented by using the durability oils already in the game. It may be a good idea to make the durability curse effect harsher than vanilla, or just make the effect a true tradeoff for such a high % damage increase that couldn't be bypassed by oils.
I forgot to ask a question as well about runes. Were you planning on implementing them into the game still, or did you decide not to add them in. Of course since you decided not to add in magic find, the ist rune would instead grant a large defense boost to armor. The problem with that though is the fact that pul runes already grant defense bonuses to armor. I believe you most likely decided not to add in runes simply due to the sheer number of additional effects that would be required to be implemented into the map. Since a great deal of these effects found on runes aren't in your map already, you would be required to do one of two things. The first would obviously be to implement the bonuses as rune-specific effects only found on certain runes. The second would be to implement alternate effects on the vanilla runes using pre-defined bonuses that already existed in your map. The second option would most likely be preferable if you could determine similar bonuses compared to the vanilla runes. For instance the open wounds effect on the Um rune for weapons could instead use a variation of the rogues poison knife skill effect to simulate damage over time.
Post has been edited 6 time(s), last time on May 27 2014, 1:02 am by SeraphicStar.
None.