Well I'm aware of that... I just want to know when should I check the forum again for the new version even if it is in one year because in future I may not be able to log in frequently.
Awww man, seriously, if we knew how long it would take, don't you think we would tell you guys right away?
One suggestion that I think should be implemented, is we know monks main attribute was changed from intelligence to agility, why aren't druids changed from agility to intelligence? At least then they'd actually be able to get some attack power since most druids max int.
This wouldn't make sense, if you ask me. You are a bow user, after all. The main attributes are selected for balancing reasons. Int-Healer-Druids are not meant to deal a lot of damage. That's why their upcoming skills don't focus on direct bow damage. Monks would be overpowered with int as the main stat (because of the cleric origin, monks would be a perfect healer, tank AND damage dealer in one - selecting agi for monks as main stat counters this) and plus, it doesn't make sense lore-wise.One suggestion that I think should be implemented, is we know monks main attribute was changed from intelligence to agility, why aren't druids changed from agility to intelligence? At least then they'd actually be able to get some attack power since most druids max int.
hey i was wondering may i know when is really 1.1j coming out ^^?
lol my bad i didnt knew
About all the "give my class a legendary too" comments:
Damn, I knew it was a bad idea to give the name of some items a new color ...
Legendarys are not the holy grail of items ... I mean you can BUY some of them ... what do you expect? They are just a stupid optional money sink for endgame players - nothing more, nothing less...
You can't have more than 9 spells pre-1.1j as there are not enough spells existing yet.Quick question. I know Zwieb has commented a few times about the 'Theorycraft' in 1.2, and how he will remove Passives and give the player only a limited number of skill slots (#, plus 2 passive for Servant of Nature, plus the return/esc command).
I just wanted to verify that the current number of skills would not put the user over that limit, and if it did, what skill would they lose? Especially since we're getting a new one in 1.1j.... This would have to be enacted there to avoid losses if it's 9 skills-max.
Quick question. I know Zwieb has commented a few times about the 'Theorycraft' in 1.2, and how he will remove Passives and give the player only a limited number of skill slots (#, plus 2 passive for Servant of Nature, plus the return/esc command).
I just wanted to verify that the current number of skills would not put the user over that limit, and if it did, what skill would they lose? Especially since we're getting a new one in 1.1j.... This would have to be enacted there to avoid losses if it's 9 skills-max.
The way I interpreted it is that you will have a total of 9 maximum spells that you are allowed (Plus two extra slots for summons to make them attack and stuff). This would include both your passive and active spells in one spell book now.
Once 1.1j is released this will take each class to a total of 10 spells they are able to obtain in game, so yes you will have to unlearn a spell in order to obtain the new one. Having said that though the spell you which to unlearn is up to you. In the same place you can restat your hero you can choose to unlearn individual spells. Basically the logic behind this is as more spells are added in the game (think about a point when there are say like 18 spells per class) the player themselves will be able to pick and choose which spells they wish to place on their hero. If they had a pool of 18 spells to choose from theoretically you can have two druids who have 100% completely different spells making them 100% unique in the way they choose to play the game. One druid lets say went hybrid and had a pet so he would choose to carry more attacking and pet spells whereas druid two might choose to go full healer so he would choose to unlearn his servant of nature for future healing spells.
You'll be able to unlearn and relearn any spell at any time you want however for boss drop spells you'll have to refind them if you want to relearn it, or you'll have to rebuy shop spells again.
tl;dr yes in 1.1j you'll have to unlearn one spell if you want to learn your new one but you get to choose which one you want to unlearn & 9 is the maximum spell total
The spell limit of 9 was always there, even if you were not able to reach it. Don't worry, there won't be any problems. You won't lose spells.err, kinda misinterpretted.
I know the whole unlearn-spells bit.
My concern is, let's say there are 9 spells now. In 1.1j, he puts no limit on it, and doesn't remove the special Passives spot. So you could feasibly fit a 10th spell in. What happens if the limit in 1.2 is 9 spells, and you have 10? Does the game pick a random spell to lose? What if it was a hard scroll to find, or costed 5,000?
I just want to know what the limit is, whether it'll be put into play in 1.1j, and whether it'll affect us later or not.
Finished all of the druid spells now. And damn, Druid will be pretty cool with 1.2 with all that new summoning spells and this one new utility spell.
Now there are only the thief and mage classes left until I'm done with spellcoding. (18/30)
Once everything is done, I will make some screenshots of all the new spells.
Let's see wether 1.2 will come with the first discussion threads about which spells to chose for which classes. ...![]()
Nope it's correct.Thief and Mage class left ? That's twelve spells remaining ; which means 6 spells each...Am I missing something ?
Thief and Mage class left ? That's twelve spells remaining ; which means 6 spells each...Am I missing something ?
Nope it's correct.
Finished 2 more spells now. 20/30![]()
easy to play but hard to gear up..
You'd still lose a whole lot of mana if you overheal. But this ability is useful on very hard hitting bosses were you simply have to spamheal in order to handle the amount of damage.In my opinion, you could change the bishop ability (overheal adds mana).
Until now, you tried to avoid overheals, cause u will get mana and cooldown problems.
Then u can permaheal without having mana problems, so it will be much easier to play bishop :/
You get a flat 2 mana for every overhealing, no matter wether it is just 1 hitpoint or 500. It doesn't work on mend, though, just "Heal" and "Flash of Light", which will be a new heal spell in 1.2. Also remember, that mana consumption and mana potions get changed in 1.1j so that mana is more important in the future.it depends how its calculated. If it gives you mana for the amount of overheal it will be imba on normal heal because full gear bishop heals for 600-700 . If it gives fixed amount for each overheal than mend will be imba because of the 5 ticksso i guess the most important stuff is how the overheal is converted into extra mana.