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1.1j(2) now online

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Level 6
Joined
Sep 30, 2011
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213
Props to several classes (Crus, Zerker, Monk, Druid, Sin)

Neutral on several classes (Necro, Sorc, Bard)

Boo to a few classes (Bishop, Hunter)

Oh well. More to come in 1.2

And gratzi for the fast fix.
 
Level 10
Joined
Nov 20, 2005
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800
That was quick on the fixes ^_^ Most of the things appear to be working. I just happened to load my bard though and while he has everything in his backpack and I can learn his new spells he happened to be missing his impressive gloves still in the 1.1j(2) patch that he was currently wearing. I'm not sure if other characters are still missing gear my druid looked like he had everything. I also feel that Inspire should cost mana to use even if it is a little bit. There should be a downside for the bard for using it. It shouldn't just be free mana given out because as of now it costs nothing to use and it recovers a lot of mana to target. And I feel the druids nymph costs too much mana for the amount it can heal. As of right now with my fully geared druid it costs 45 gold to summon the nymph that heals for 170 but with the cast on the nymphs heal and the fact that you can't control it so you may not know who it will heal and you are limited to the amount of heals it will get off in the 35 seconds it comes out all make it seem to be inefficient to me. This however may change on my opinion as druids get their mana recovery spell or if I had a bard in the party restoring my mana, but I was always under the impression that what made druids on par with bishops was the fact that they had more stabability than bishops. They were able to heal a lot longer without running out of mana even though they could only heal a single target. I think somewhere around a 30mana cost on the nymph is more realistic but I suppose I'll see how it goes first in a D3 run

On a side note the new animation for song of vigar is awesome :D
 
That was quick on the fixes ^_^ Most of the things appear to be working. I just happened to load my bard though and while he has everything in his backpack and I can learn his new spells he happened to be missing his impressive gloves still in the 1.1j(2) patch that he was currently wearing. I'm not sure if other characters are still missing gear my druid looked like he had everything. I also feel that Inspire should cost mana to use even if it is a little bit. There should be a downside for the bard for using it. It shouldn't just be free mana given out because as of now it costs nothing to use and it recovers a lot of mana to target. And I feel the druids nymph costs too much mana for the amount it can heal. As of right now with my fully geared druid it costs 45 gold to summon the nymph that heals for 170 but with the cast on the nymphs heal and the fact that you can't control it so you may not know who it will heal and you are limited to the amount of heals it will get off in the 35 seconds it comes out all make it seem to be inefficient to me. This however may change on my opinion as druids get their mana recovery spell or if I had a bard in the party restoring my mana, but I was always under the impression that what made druids on par with bishops was the fact that they had more stabability than bishops. They were able to heal a lot longer without running out of mana even though they could only heal a single target. I think somewhere around a 30mana cost on the nymph is more realistic but I suppose I'll see how it goes first in a D3 run

On a side note the new animation for song of vigar is awesome :D
About the nymph you should consider that its not neccesarily made for saving mana. Nymph is more of an emergency utility spell made for certain situations. The nymph boosts your healing output for the time existing by a huge amount. Also you can use it to get a moment to breathe without fearing the party or tank to die. Other uses might be to make use of other ranger spells while having the nymph to heal.
But yes, it's a matter of balancing yet. Maybe I will improve the duration for the nymph a little in the future if I feel its too weak.

About Inspire: Well it's something that I thought about a lot on the past ... I always felt bards should have something that makes the class unique compared to others. To me, Inspire is meant to be very powerful. It improves the role bards play in terms of supporting a lot. Especially with the new mana changes, bards might become a huge help in bossfights in the future and now as it simplifies mana management for the party. It's not required to have a bard, but if you got one, you will always be "omg, awesome ... no need to think about mana now :) " ... the drawback is that you lose a player slot for a pure damage dealer, so I think it balances out.
 
Level 5
Joined
Jul 27, 2010
Messages
126
Does the new boss drop legendary items? And is it intended that most items are worser than D3 items? Actually thats lvl 35 content and by so meaning you can only kill this boss after doing D3 many times succesfully. So I dont understand why it is dropping worser items. Eg for the Crusader the new shield and new axe arent giving any health, that means -100 hitpoints for the tank. Is that intended?
 
Level 13
Joined
Oct 9, 2011
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1,433
So take a few points from str and chuck it in hp? The shield has 14 armor apparently, that's pretty solid. It's all about making different builds.
 
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