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Gaias 1.2 ... and yes, I'm not joking.

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Calm your tits down, we can assess that kind of shit later. Either post 1.1n or post 1.2, whatever works best for zwiebs time frame. The ogre boss might give us some options yet we'll see.
 
i was playing and i saw... if you go monk... you have only 1 hat you can use ... bandana of the sunlord right and only 1 relic too before d3 so monk before d3 is like shit...?
i mean a really good item for monk could drop from this new boss... :X
Yeah but monk is available at level 25, not level 1, so it doesn't make sense to add monk specific gear before d3 ...
 
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i was playing and i saw... if you go monk... you have only 1 hat you can use ... bandana of the sunlord right and only 1 relic too before d3 so monk before d3 is like shit...?
i mean a really good item for monk could drop from this new boss... :X

wtf is wrong with you guys? you keep complaining about such shit. Druids only got 1 hat too and 1 body armor. sorcs only have 1 gem in d3 too, etc etc. for every character it seems to be balanced (in my opinion), since most of the chars only got 1 weapon,armor,helmet,misc item, etc in d3.

Overall, everybody should stop complaining about "I want this and this item, I lack some of those". Zwieb has enough work to do for 1.1n and 1.2 and now you complain about such minor things? You could have done that before months.
 
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yeah druids got the shittiest gear of all , monks at least got red gear :(, but we don't complain because we kno zwieb already has this addressed and is working on it when he has time.

trust me the editor takes your time so fast that you don't even notice.
 
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Alright I just thought I'd throw these two into the giant pool of complaints.

1. Demoralising shout on crusaders

That skill was easily the best skill for a squire, after vigorous testing, it's fairly clear to see that Crusaders have now become below average aoe tanks. Setting up crucify was hard enough with demo due to its fancy shape, but without it things like waves can just be goddamn frustrating. The skill was an important aoe initiation skill used by EVERY squire in the history of gaias, save maybe tsumo, and giving it to a single target dps class seems ultimately pointless.

I suggest putting demo back on saders, and maybe moving gaping wounds to a zerker only skill as that seems more orientated to the class.

2. 100% Fire Res

The Blazing Flame has become a goddamn joke. Once one of the most intimidating bosses in d3, it's now pissshit easy. I suggest, as I did before, putting a cap on resistances, say 75%. No amount of wisdom or gear prevents a human being from getting burned in the fucking face. By all means allow people to reduce damage but not resist it completely.

In saying this, I think what you mentioned before Zwieb was a tradeoff in gear or something in order to manage resistances. I get that, I do. But the tradeoff for near immortality, save for minions, is minor, and completely manageable with dps classes anyway.

Only several classes can really reach the 100% but those that do can only die to minions, which is a bit shitty.

So it comes down to either balancing all further content around possible maxed resistances, giving firelord a physical based spell to cover max resistances (maybe change dust to dust or something idfk), or change the cap and make a once challenging boss more entertaining.

These are suggestions after all, but please Zwieb, despite your overload of work do consider them as I only put shit up in here if I find in necessary. Making a challenging game easy is not what I want to see.
 
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Alright I just thought I'd throw these two into the giant pool of complaints.

1. Demoralising shout on crusaders

That skill was easily the best skill for a squire, after vigorous testing, it's fairly clear to see that Crusaders have now become below average aoe tanks. Setting up crucify was hard enough with demo due to its fancy shape, but without it things like waves can just be goddamn frustrating. The skill was an important aoe initiation skill used by EVERY squire in the history of gaias, save maybe tsumo, and giving it to a single target dps class seems ultimately pointless.

I suggest putting demo back on saders, and maybe moving gaping wounds to a zerker only skill as that seems more orientated to the class.

2. 100% Fire Res

The Blazing Flame has become a goddamn joke. Once one of the most intimidating bosses in d3, it's now pissshit easy. I suggest, as I did before, putting a cap on resistances, say 75%. No amount of wisdom or gear prevents a human being from getting burned in the fucking face. By all means allow people to reduce damage but not resist it completely.

In saying this, I think what you mentioned before Zwieb was a tradeoff in gear or something in order to manage resistances. I get that, I do. But the tradeoff for near immortality, save for minions, is minor, and completely manageable with dps classes anyway.

Only several classes can really reach the 100% but those that do can only die to minions, which is a bit shitty.

So it comes down to either balancing all further content around possible maxed resistances, giving firelord a physical based spell to cover max resistances (maybe change dust to dust or something idfk), or change the cap and make a once challenging boss more entertaining.

These are suggestions after all, but please Zwieb, despite your overload of work do consider them as I only put shit up in here if I find in necessary. Making a challenging game easy is not what I want to see.

Hmm... you have a point, but then again... 100% resistance comes from FARMING the gear and the epic bishop aura? Well don't you think they deserve it after? Firelord has never been a easy boss, and still isn't, BUT, if you are geared up he becomes this Joke...doesn't that make sense. No point farming so hard for gear if it doesn't make a difference? And just because they have 100% fire resistance, doesn't mean they can solo... I think it works tbh.
 
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Bullshit, just because you farm gear doesn't mean the boss should become a complete joke. It's damage from three of its four sources is completely negated, that's ridiculous. Tbh I think the resist bonuses on the gear should be nerfed slightly to, to accommodate to the run. A max of 75% means players won't be taking instances of shit like 12 damage from a source that should be intimidating. It's one of the highest current challenges in the game and making it that easy is foolish.

There's a difference and then there's this shit.
 
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You also have to consider that in v1.2 I believe your resistances will be able to go negative and situational gear will become very high in priority to my understanding. Having high resistances now might not mean shit in 1.2 when players get like -40% resistance or something. So I think it might be fine as it is, but perhaps set a flat cap to where no matter how much Resistance gear you acquire you can never go above 90% or something. That would fix this issue that way no one ever truly becomes 100% immune. This will result in no matter how much gear you get you still need (some) skill
 
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We have had this discussion before and Zwieb said no.

1.2 will be a lot different since there wont be many (or any at all) undeads, I also think it was mentioned that there will be other types of magic damage used in boss fights than Fire Damage.

Even if there is boss with a lot of fire damage your FR-items from pre-D4 will have so low damage compared to the new ones that it might not be worth the lack of damage.
 
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You also have to consider that in v1.2 I believe your resistances will be able to go negative and situational gear will become very high in priority to my understanding. Having high resistances now might not mean shit in 1.2 when players get like -40% resistance or something. So I think it might be fine as it is, but perhaps set a flat cap to where no matter how much Resistance gear you acquire you can never go above 90% or something. That would fix this issue that way no one ever truly becomes 100% immune. This will result in no matter how much gear you get you still need (some) skill

It just sounds stupid to me to base future content around a negative resistance system. I mean if you put one on firelord now, people with one piece or gear or lacking the bishop aura will have an extremely hard time with the boss as it stands.

I'm all for there being negative resistances eventually, hell you can even have a debuff that completely reverses your resistances for a set amount of time or some crazy shit like that but having one of the current endgame bosses become so trivial just seems. Stupid.

You can have negative resistances AND a cap, it does work, and can work. Hell it's better like that.

We have had this discussion before and Zwieb said no.

1.2 will be a lot different since there wont be many (or any at all) undeads, I also think it was mentioned that there will be other types of magic damage used in boss fights than Fire Damage.

Even if there is boss with a lot of fire damage your FR-items from pre-D4 will have so low damage compared to the new ones that it might not be worth the lack of damage.

There may be other points later in the game that cover other elements, and I'm aware we already had both these discussions pre the release of 1.1m but after experiencing this crap I've come back to throw them on the table, preferably with zwiebs input but as I understand he's a bit overwhelmed right now.

You people can't seriously think it's ok for 3/4ths of a boss to do no damage. A cap seems probably, not at 90% then you're still taking fuck all, 75% means that even with all that shit backing you up which lets face it, with more stat points will be extremely easy to maintain, you'll still take something in the face if you do shit wrong.

It was bad for saders and the like to just tank shit on 95% before. The minimum cap that would be acceptable would be 85% i'd say but even that is far too easy, we're making bosses simple as shit here people and a few negative auras aren't going to balance everything.

A cap, for the love of god, put in a goddamn cap. People are not immune to incoming damage come on, there's been diminishing returns on this kind of shit forever.
 
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I think the resistances are fine, since the fr gear from d3 is gonna be the highest reistances gear, zweib has said this, but demo shout yes, needs to go back on sader, and gaping wounds goes on zerker.... also 2 lazy 2 post 2 potsts, I think demo shout is bugged, or tooltip wasnt fixed, when I use it, it decreases attack power by roughly 15% andy as a example, when I use demo shout at andy, he has less than 100 AP yet, I decrease his ap by 13 or 14.
 
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I think the resistances are fine, since the fr gear from d3 is gonna be the highest reistances gear, zweib has said this, but demo shout yes, needs to go back on sader, and gaping wounds goes on zerker.... also 2 lazy 2 post 2 potsts, I think demo shout is bugged, or tooltip wasnt fixed, when I use it, it decreases attack power by roughly 15% andy as a example, when I use demo shout at andy, he has less than 100 AP yet, I decrease his ap by 13 or 14.

Its an issue with the editor, you have a base value that it decreases and then there is the random value which is unaffected. Its hard to describe but in a simple way it can look like this: 99 (base) + 1-3 (random value) = 100-102 (ingame damage). And then I think it removes 15% of the base (99) + first random number (1) which results in -15 off from the value.

This example is however not 100% accurate with the editor (its hard to remember every single detail in that thing :p ) but it covers the concept, demo shout only affects base damage and is oftentimes rounded down.
 
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yeah but andrazzar isn't receiving bonus damage, it's off his base I believe. There's always that zerk talent. Maybe that's bugged it, I personally haven't paid attention.

and ihaz I thought at least you'd back me up. It's not fine to leave op stuff as op, "I disagree and you're all wrong" etc.

I have made most of my case in the first post, it's up to zwieb.

And something for fun: You're all media driven zombies, or something doubtful would say
 
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Vestra I back you up on the demo shout, but if D3 were to be the final dungeon period, yes I would want the fr to be reduced, but since its not dosnt really seem to be a problem, plus the people who go 100% fr are people who cant dodge ashes, hell I still dodge ashes even at 95%.... just use to it, makes it piss poor easy, but hey, still need a urn... and a healer who can dodge ashes, and dps who can dodge ashes, crus's dont really add that much dps, zerkers add a lil more I guess, it shouldn't be an issue in the future however, if theres no serious fr based boss, the gear will become pointless ecspecially if D3 which I tihnk it might still, just become pointless, very much similiar to D2.... no one runs A.O anymore, well theres no reason to.
 
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Look, it's really this simple, no boss in the game should deal next to no damage based on it's surrounding gear I'm sorry I just flat out disagree. The fact that nobody runs AO is a problem in itself, these things need fixing, not to be shrugged off because you're all content with it.

By all means it's nothing to rush about but don't dismiss something so ridiculous as the potential to max out resistances because lets face it, there will be more battles and I'll get tired of negative auras requiring a bishop and a bunch of gear for each future fight.
 
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Wtf zwieb you built an active volcano sweet jesus yes what is that is there dragons my god.

this was all in caps but, you know, forums fix my excitement to an appropriate level



I just wanted to note that I got the 2013th reply in 2013 so you all can suck on my glory.
 
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I think the discussion about putting a resistance cap on heroes has a valid point. I'm convinced and will put the requested resistance cap of 75% in.

About demo shout, I'm gonna investigate the damage reduction issue reported and check wether the numbers are correct.

I feel the change with demo shout being moved to berserkers was a necessary change. Crusaders have simply become way too good in AoE tanking and that had to be fixed - and from the comments here, I think it works.
Just try to accept the new challenge that comes with tanking masses of units and embrace it. I'm definitely not going to put the "instant AoE snap aggro button" back on crusaders, because tanking groups of enemies SHOULD be a challenge, even for crusaders, who have a severe advantage in AoE tanking compared to monks.

Btw; nobody says that Berserkers aren't supposed to be able to offtank some enemies, especially in AoE situations. Berserkers are a mail equipment class after all. I even added an offtank talent line to Berserkers.
 
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Well only classes getting over 80% or w/e are the squire classes, only due to searing gloves, could just simply take off the fr of searing, and still putting this out there, theres still tons of people who cant do Fl cuz they don't comprehend how to dodge ashes.
 
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its not really ashes that you should be afraid of. ashes is dodgable. it is incinerate you need lots of FR for cuz it is not dodgable or dispelable. ideally, only Fireball tank needs FR if there is no incinerate

also, i dunno if from 90 to 75, the healer would have a hard time. tank has to take like 2.5x more damage from fireskills. fireball incinerate is not dodgable, so i hope the healer can manage.
 
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I think the discussion about putting a resistance cap on heroes has a valid point. I'm convinced and will put the requested resistance cap of 75% in.

About demo shout, I'm gonna investigate the damage reduction issue reported and check wether the numbers are correct.

I feel the change with demo shout being moved to berserkers was a necessary change. Crusaders have simply become way too good in AoE tanking and that had to be fixed - and from the comments here, I think it works.
Just try to accept the new challenge that comes with tanking masses of units and embrace it. I'm definitely not going to put the "instant AoE snap aggro button" back on crusaders, because tanking groups of enemies SHOULD be a challenge, even for crusaders, who have a severe advantage in AoE tanking compared to monks.

Btw; nobody says that Berserkers aren't supposed to be able to offtank some enemies, especially in AoE situations. Berserkers are a mail equipment class after all. I even added an offtank talent line to Berserkers.

I'm glad you're all for the cap idea. As for healers having a hard time, they should. It'll encourage more use of wisdom and playing the boss properly because as it stands the only thing that fails firelord runs is inexperience with dodging ashes.

Pretty sure incinerate can be dispelled. Runs were manageable with thieves and stuff running 75% res so they should still be fine, just slightly more challenging.

I understand what you mean on the demo point Zwieb but I still think its crucial for crusaders. Monks have been developed as single target tanks, people get that. I believe you said you were considering some form of aoe output on them at some stage so maybe you can do that, that's up to you.

As it stands, berzerkers are CURRENTLY the better aoe tank, they can group mobs and hold agro within seconds, whereas a crusade relies on a team not to generate any agro until it sets up a crucify, which can often miss targets due to its shape.

The point of demo was that it gave a little agro to set up a good aoe, agro would still be lost to something like meteor or a few fireballs. Without it, tanking becomes a chronic mission for crusaders and can cause a hectic situation a zerker would just fix in seconds.

With d4 coming up and what I can only assume will be monsters with less magic weaknesses, crusaders might end up a secondary class altogether, as zerkers currently hold single target dps, aoe control and, well, a more interesting set of items for themselves. They also have the potential to be both one and two handed.

What I'm saying is the lack of demo is a pretty bad thing, I welcome challenges but I reckon there's a difference between a challenge and relying on inaction as a tactic for future combat. Always willing to test it in 1.1n/1.2 first but I'm still pro demo for saders.
 
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Which still ends up splitting groups, having the tank run around to manage agro on a bunch of units that could have been managed a shitton easier by what is clearly the best tanking spell in the game. Generating agro on 3-5 units with auto attacks doesn't tend to do the job over say something like a shield, which pulls a couple to the bishop, then a few will go to the mage, shit goes everywhere and although it can eventually be managed, sure, it's pointless dragged out through what can only been viewed as bad tanking. It's really why I understood taunt not being aoe, now the crusader has fuck all aoe control: No minor agro generation without the talent and a cross shaped aoe that doesn't always hit the targets.

Not to mention the pressure it now puts on gaspode, especially on the dual-bash wave.
 
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I'll agree to disagree but as I've said countless times we'll see how it balances in 1.2 because I reckon the class is going to end up severely underplayed which would be a damn shame.
 
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Instead of a cap, why not just nerf gear? all resistance spells would be a waste really for top geared players... but hmm, balance wise guess the cap is a wise idea..

Suggestion : Druids been able to use totem for a slow hp regenation? :D
 
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Yea.. Demo Shout has some of the smallest aggro, but it is a very vital skill, because once again Berserkers have become the better D3 main tank due to it, I mean, there is really no point in Crusader right now, Berserker's have enough armor to tank any boss, and group, with better aggro generation, and better aggro control, with a true circle of AOE with heaven's edge producing enough aggro to hold them, again making Crusader a worse off tank, also Berserker has a much superior DPS output, if you want balance, then make Crusader the better tank, and Berserker the better Dps, as of now Berserker is both a better tank and a better Dps. So wheres the balance in that?
 
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1)Since i approach everything first with logic, D.S makes more sense to Bers. So i like it.

2)There is a huge issue here which we ignore because most of you like it the way it is or simply never thought of it. Actually i remember someone metioning it (i think texugo1337).
It has to do with Armor types-> Mail > Leather > Cloth.
There must be a noticable difference when it comes on lets say TOP Mail, leather, cloth armor points. Especially among mail and cloth the difference must be at least twice (if not more).
I know that because of monk class you are forced to give more armor to cloth types (monk items) but i think thats totally absurd. You should reconsider the fact that its nothing but CLOTH and cant be compared with mail when it comes to armor points. Well of course cloth has the big advantage to offer you evasion because of its light weight, but no armor. Why i am saying all these? because right now the TOP Cloth has about 10 armor points while the WORST Mail which is berserkers armor from Shade (dont remember the name) has only 14 i think. Only 4 armor points difference in cloth and mail?? well i think its absurd. The difference in armor points when it comes to mail types is OK. (lets say it depends on the type of the material).
Im NOT saying give more armor points to Mails types cause then we will have balance issues but you can consider the fact keeping cloth types at really low armor points.

3)I want to remind you that two of the best things in rpgs is the variety of items and character builds. The more the better. Add as more variety of items as possible.
 
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lol @ since I approach everything here with logic, thats amusing. Clearly a berserker has more reason to shout and therefore deserves the skill.

That's a fucking awful way to look at an rpg, awful.


Alright I'll update this post with a response to all that armor shit.

For one, no, cloth armor doesn't actually give that much armor. Mainly because the armor you are seeing on monks comes from steel body, not their gear at all really, aside from stat based factors. I have NEVER seen a bishop willingly wear monk gear over sp gear in order to survive, frankly, it's un-needed.

Leather wearers probably do need more armor frankly it just hasn't concerned me.

The berserker armor has that much armor for a damn reason, it's not a tanking armor, it's a dps armor, wearing it in rage actually makes a berserker squishier than an assassin. It's optional and people who tank with it in d3 are suicidal or retarded. It's managable by all means but it's not smart.

Mail armor as it stands, is fine.
Cloth armor as it stands, is fine. If you want to sacrifice sp for a bit of durability thats on you, in some situations it may in fact be smart.
Leather might need a look in to but all of this shit, for like the hundredth time, can be approached in preparation for 1.2.

Same with more items, all 1.2 doubtful, zwieb is swamped with enough.
 
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Your only reason to reply on these forums seems to be him sir. If he is your tether to this wonderful game then let him rant on.
 
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IRL Gambesons (aka cloth armor in games), Leather and Chain armors have a very similar protecting effect against slashing, bashing and thrusting attacks. The major difference is that they get worn out a lot faster than one and other, Cloth and leather doesn't do well against arrows but the chain one can be as easily penetrated with the right arrowhead type. Plate armor does grant a significant better protection against slashing attacks and they wont get penetrated by thrusting attacks unless the edge quality is high with enough power to penetrate it, against bashing attacks they do absorb some of the power but if you are on the ground or leaning against a wall you can expect to be pressed down to orange juice in the next second.

If we put this in a game it would make sense with the cloth armor having 10 and the mail one having 14-15 armor, however the cloth armor does not grant any protection against ranged attacks.
 
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Well different kinds of damage types comes down to zwieb, making use of things like penetrating attacks might change a shitton of gaias balancing. Using those guidelines we could also have things like weight affecting movement and attack speed, in a similar way a 2 handed weapon does already.
 
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again gonna say this ITS A COMPUTER GAME ALL REAL LIFE LOGIC CAN AND USUALLY DOES BREAK DOWN and the game logic takes over, that simple, yes look at logic to stuff in real life, but don't always apply real life logic, to a virtual universe that can be crafted to the creators choosing. I mean fuck for all we know the lore behind the cloth could be made from super epic awesome plants that dont exist in real life, giving it better endurance than animal hides or weaker metals.
 
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I should also add that this is not skyrim, so don't expect your cloth to have 0 armor. And my idea was buffing leather because every game I ever played had this Mail(heavy armor) > Leather(light armor) > Cloth(unnarmored) ratings, never suggested nerfing cloth. And pls stop talking about your logic, you are just making yourself a fool.
 
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I should also add that this is not skyrim, so don't expect your cloth to have 0 armor. And my idea was buffing leather because every game I ever played had this Mail(heavy armor) > Leather(light armor) > Cloth(unnarmored) ratings, never suggested nerfing cloth. And pls stop talking about your logic, you are just making yourself a fool.

I never said you suggested nerfing cloth. But i guess i should never mention your name. my wrong.

My logic?? There is no MY LOGIC or YOUR LOGIC. There is a way in which things are being explained and i try to understand that as good as possible. I write my current opinion which might also be wrong. If you are as high class as you pretend then go ahead and explain me how things are. IF you cant then dont write meaningless sentences just to have the delusion that you said something "smart".
 
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but, you just did that yourself

our weaker minds cannot comprehend your media free logic doubtful

forever will we embrace your glory

akshamla doubtful alahblah
akshamla doubtful alahblah
akshamla doubtful alahblah
AKSHAMLA, JKGDSBKJSDGGLA
 
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IRL Gambesons (aka cloth armor in games), Leather and Chain armors have a very similar protecting effect against slashing, bashing and thrusting attacks. The major difference is that they get worn out a lot faster than one and other, Cloth and leather doesn't do well against arrows but the chain one can be as easily penetrated with the right arrowhead type. Plate armor does grant a significant better protection against slashing attacks and they wont get penetrated by thrusting attacks unless the edge quality is high with enough power to penetrate it, against bashing attacks they do absorb some of the power but if you are on the ground or leaning against a wall you can expect to be pressed down to orange juice in the next second.

If we put this in a game it would make sense with the cloth armor having 10 and the mail one having 14-15 armor, however the cloth armor does not grant any protection against ranged attacks.

First of all thanks for the proper answer not many in here can do that. Im glad i can find people who can communicate!!!

Dude you took the subject way to deep.
Armor in Gaias doesn’t work with so much details.
Mail armors are considered chain or plate in Gaias? I guess there isn’t such separation.
So I guess I should consider that mail (14 armor points) as a low quality chain. OK you have a point there.
But again, i still believe that cloths should have lower armor points.

Rangers +bonus damage against cloth armor. Could be useful idea.
 
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And here he goes again, but i can't understand a thing because i live on a media controlled society :(. I hope someday he will enlighten us all with his logic and we will be able to comprehend it thus achieving world peace.
 
Can we please stop applying logic to an RPG type of map?

The Berserker armor has the low armor to compensate for the high offensive stats of the armor. If you compare your 10 armor cloth to for example eternal embrace, its gonna suck balls.

The armor on cloth items is there for the reason to make it a little easier to solo bigger creep camps. If I remove all armor on cloth items, caster will die within seconds.

Leather might be a little short on armor. I will make sure newly implemented leather in the next updates will have a little bit more armor points.

Making use of the armor types to apply percentage bonuses (like piercing attacks dealing more damage to cloth and less to mail) won't do shit, unfortunately, as it would only affect auto attack damage and that would not be worth it at all.
And no, I can not manually apply the additional damage depending on the weapon/armor type, because there is no getter for that in JASS.
 
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Can we please stop applying logic to an RPG type of map?

And no, I can not manually apply the additional damage depending on the weapon/armor type, because there is no getter for that in JASS.

OK i have a better picture now!
BTW irony is needless.
Sorry for discussing about forbiden issues. I forget that i must follow the crowd. I will try to keep that in my mind. After all... Gaias Retaliation is inevitable.
 
The casting bar model is now finally working the way I want.

Next on the list: the new boss encounter.

Also, you guys can expect some new custom item attachment models in 1.1n and 1.2 as Sunchips was willing to contribute to Gaias when I asked him to. :)

This will also greatly reduce the time needed to create new items in future, since the item models are already customized to work with the Gaias hero models.
 

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Green for heal and light blue for summoning? The casting bar size is perfect btw

And nice to hear about new item models coming. :D


P.S. I had no intention what so ever to suggest that irl mechanics should be implemented in the game in my previous post.
 
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Nov 20, 2005
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800
I like how you teased us with the casting bar in a new zone filled with snow. Why is Gaias so addicting and amazing :[ Great work as always :p
 
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