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

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anyone can steal your code on replays even with the current save/load code system.
though look it works with your nick, so if someone uses your name on garena (and u play on bnet) he can use your code.

Well im just saying cuz there are Spoff hack's.
well my crew used it. so evry1 made just 1 char. we all used one diffrent character just spoofed names and !!!FUN!!!
but i gues its the way of Wc3 we should not stress them with this
its gona delay the 1.1f!!!
Edit: Note "read b4 posting"
 
Tonight, 12 PM, GMT+1 official Beta test and balance check for 1.1f version.

Volunteers please come to channel Clan TuX on european Bnet servers at that time.


EDIT:
@ poster above:
Currently, Muzzel and Fellow are assisting me with some smaller stuff. Fellow is currently doing some terrain sampling for the floating island jungle while Muzzel assists me with some coding on a new system that will be needed for the upcoming D4.
 
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Yeah xD i actually don't play on bnet so i can't play with u :( so i want Dl link >.<

{EDIT}
you should make a new video on youtube about it. to call more people and show new stuff.
and also You should actually only upload one version of each map bcuse 1.1e got like 7 uploads and it's hard to tell which is the real one (the played 1) :S

and i also don't know why TKoK got more fans than Gaias , Gaias is way better >.<!!!

i guess people don't know how to chose well or mabe it's because gaias hasn't been updated in like 1 year guess when it gets new versions people will start playing it again :p
 
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There is one official 1.1e download on this exact website. For former versions i can not see a reason to provide a download, they shouldnt be played anyway. The maps from betatests are only supposed to reveal some bugs during the testgames, they should not be spread - therefore there is no download.

Nice to hear you like Gaias, but u cant really compare it to TKoK. Besides the fact that both are team-based RPGs they dont have that much im common.
 
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I will upload the map on hive once I feel that everything has been tested properly and working.
This may take between one or several days, depending on how much I am able to test the map during that time.

I also added a new system to the map yesterday which might cause some new nasty bugs, so we got to test that a lot.
However, it's totally worth it, I think.

I'm talking about a system that shows the hero quickbar icons of allied players on the left side of the screen below your bag and material bag.
So far it works good. Let's just hope there won't happen to be some unthought bugs about that.
 
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i know they don't have stuff in common but tkok is like a "warcraft 3 wow" but since it's warcraft 3 i don't know why they add stuff like the inventory and hard to understand systems though i know how to use them. those systems only work on a game with bigger Hero Ui example: mmorpgs : wow,oblivion...etc
and Tkoks Customized Ui gets annoying after some minutes or (if you're a hardcore fan of it) 1 hour.
but instead of that Gaias uses the resources perfectly it gives an image and mystic that makes you think you're on those old mmorpgs like knight online, or wow.
also the ability system is way better than the boring one in tkok.

i guess since you make the map you can't see how awesome is e.e..

pd: i got wow cata and i don't know why but i like more wc3 only for some maps :
azeroth wars,gaias retaliation anddd DotA (i like this last one because it's the most competitive game i have seen that isn't a stupid shooter)...

so you can see how exited i'm of new releases :DDD
also i haven't passed the whole game yet so xD..


also a nice suggestion would be:

Adding Some new stuff in early levels-mid levels
so new people wont complain about having to do the same again.
and if the code doesn't reset(which i doubt) they will also make new ones .


anddd last suggestion xd

druid should be able to change form >.<!!


i'm sry for writing this much but i love the map And i got a level 30 druid :p
 
i know they don't have stuff in common but tkok is like a "warcraft 3 wow" but since it's warcraft 3 i don't know why they add stuff like the inventory and hard to understand systems though i know how to use them. those systems only work on a game with bigger Hero Ui example: mmorpgs : wow,oblivion...etc
and Tkoks Customized Ui gets annoying after some minutes or (if you're a hardcore fan of it) 1 hour.
but instead of that Gaias uses the resources perfectly it gives an image and mystic that makes you think you're on those old mmorpgs like knight online, or wow.
also the ability system is way better than the boring one in tkok.
Just wanted to comment on that one: I was never a fan of fullscreen systems at the first place. They are slow as hell, interupt gameplay and usually aren't used to their full potential anyway.
However, they come with some enormous advantages which - in the past - had me also thinking about adding a FSI system:
1) You don't need disabled icons anymore, which saves HUNDREDS of kilobyte of map size, as each disabled icon takes 6kb.
Most of the map size of Gaias comes from stupid icons and I hate it ... but we can't throw those deactivated icons out because I don't want to create a noob-map with green boxes when icons are disabled and stuff ...
2) It usually makes item handling a lot easier ... I don't know how much months I spend on the item system alone to fix all the bugs that it creates ...
3) It allows a cool loot-body system with roll dialogs ... while I could still add a roll dialog for bossdrops in Gaias, I think it would never be as cool as with fullscreen inventories

Just to make it clear: I will not add a Full screen inventory or other Full screen systems in the future. I simply hate the multiplayer lag they suffer from - but nonetheless I think they are great and well used in TKOK.



PS: Great news ... Fellow managed to save us a FRIGGIN' MEGABYTE of map space just by using an awesome texture compression method - without a noticable loss of quality! Due to that saved space, we can freely create the content we want in the upcoming 1.2 version without having to remove the custom music.

EDIT: We will start a betatest today at 5pm GMT+1. Meet at channel Clan TuX in european bnet if you want to participate. If this betatest is successful, we will release shortly after that.
 
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zwiel you should add a Secret Dungeon , what i mean with that is that a dungeon that you don't even announce you released , so that you somehow spread a rumour if you added it that it exists and that it got like a God dungeon.
and you would have to do alot of stuff to enable it.
though i know this wont be added it would be sooooooo awesome


and this is another suggestion i dont think it will be implemented:
You could actually make an expansion of the game.
what does that means?
you can , delete zones (and delete models) and add other zones.
change pjs icons etc.
and
the most important part:
change max lvl to example: 55 or 60 that would make old high level players want to start a new character or continue theirs
to max out the new thing

BUT I DO NOT ACTUALLY THINK IT WOULD TAKE SO MANY WORK THAT IDK ITS NEAR IMPOSIBLE
 
zwiel you should add a Secret Dungeon , what i mean with that is that a dungeon that you don't even announce you released , so that you somehow spread a rumour if you added it that it exists and that it got like a God dungeon.
Yeah and then someone hacks the map, figures out how it works and shares it in the forums.
And besides, lol, do you expect me to put WEEKS of effort into creating a dungeon that most of the players will never see? Oo

And why should I raise the level cap if players haven't even reached the level cap yet? I'm not talking about those "hours of farming ogres" players that clearly make use of a glitch as it was never intended to level higher than the highest level mob + 5, which is like level 42.
 
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And another beta test today at 3:30PM GMT+1, european Battlenet, chan: Clan TuX.

Glad to see you active Zwiebel! Hopefully , 1.2 will comes sooner than expected. Also : I haven't really seen the difference (not leveled enough, nor found scrolls), but how exactly did you change the "Fear" system ? (apart from removing it) ...
 
Here the final list of spells for 1.2 and boy ... as this equals up to a total of 30 new spells this will be a truckload of work :>

For all classes,
a) one on the spells will be offered by vendors in exchange for a good amount of gold and some mana crystals.
b) Another one will be available on vendors at level 50 after completing a certain quest.
c) And last but not least; one spell will be available drop-only in D4.

I haven't decided yet which spell will get which option ...


Bishop:
Plane Shift
The Bishop turns partially invisible for the next 4 seconds, removing all threat generated. The bishop can not move, cast or attack during that duration. CD: 90 seconds.

Freedom
Target can not be stunned for 15 seconds. CD: 30 seconds.

Divine Feedback (passive)
Heal and Mend spells that heal the target over its maximum amount of HP will replenish a small amount of mana to the caster.




Monk:
Divine Fist (passive)
Successful melee-hits dealt by the monk increases elemental damage dealt by the monk to this target by 5%. Stacks up to 10 times. Duration: 2 seconds, but every hit resets the 2 second timer. If it reaches 10 stacks, the target will be hit by a burst of a random element, stunning it for 2 seconds and dealing massive damage. With "Steel Body" active, will also deal a huge amount of threat.

Stone Skin
All damage taken by the monk will be halfed for 5 seconds. CD: 60 seconds

Body and Mind (passive)
Successful melee attacks have a 7% chance to procc "Mind Focus", which has a duration of 5 seconds and renders the next spell cast instant.



Berserker:
Berserker Rage
When activated, increases attackpower by 1% and attackspeed by 0.5%, but also increases the damage taken by 1,5% with every successful melee hit. Stacks up to 20 times. Resets when out of combat. CD: 50 seconds.

Lightning Blade
The Berserker slashes through all targets in a straight line up to a range of 400 and then jumps back to the initial position. Deals melee damage * 0,8 damage. CD: 40 seconds.

Blades of Death (passive)
Negates attack speed malus of two handed weapons. Increases critical chance by 5% for two handed weapons.


Crusader:
Crusade (passive)
The Crusader deals 30% of his Spellpower as holy damage with every successful melee hit. The Crusader also gains 1 additional point of attack power for each intelligence point.

Celestial Thorns
All ordinary melee damage dealt to the Crusader is reflected back at the target as DamageTaken*Spellpower*0,01 holy damage. Damage caused by this reflection effect can not be reflected again and generates twice the amount of threat. Stacks with Fire Shield.

Guardian Angel
All threat generated by the target through damage will be redirected to the crusader instead. Duration: 10 seconds. CD: 120 seconds


Hunter:
Beast Fury
Your servant deals damage equal to 0,2*armor(enemy)*attackpower(owner) and stuns the target for 1 second. CD: 40 seconds

Beastial Rage (passive)
Your servant gains additional 25% resistance against all elements, Your servant gains 1 additional attack power per level and gains 15% attack speed, such as 150 additional HP.

Magic Arrow
Deals damage and drains some mana.



Druid:
Nymph's Call
Summons a spirit to your aid that lasts for 30 seconds. The spirit will heal wounded allies around it with small direct heals. Only one spirit can be active at the same time. CD: 35 seconds

Efreet's Call
Summons a spirit to your aid that lasts for 30 seconds. The spirit will throw fireballs at the selected minion target. Those fireballs will not cause threat for the druid. Only one spirit can be active at the same time. CD: 35 seconds

Refreshing Touch
The target regenerates 5% of mana per second for 10 seconds. CD: 100 seconds.




Assassin
Into The Shades
Allows the assassin to enter stealth mode during combat, removing all threat and allowing sneak attacks. CD: 35 seconds

Coup de Grâce
Deals melee damage * 1,5 to the target. If the target is casting or stunned, deals melee damage * 3 damage. CD: 25 seconds.

Shady Grace (passive)
Removes walking speed penalty in stealth mode. Increases melee damage dealt when attacking a target from behind by 10%.




Bard:
Song of Elements
Increases all elemental damage dealt by 15%, including weapon proccs and all other sources of elemental damage. Only one song can be active per target.

Song of Youth
Increases healing received by 25%. Only one song can be active per target.

Song of Peace
Decreases all threat generated of the target by damage by 15%. Only one song can be active per target.



Sorcerer:
Spell Mirror
The next source of elemental damage to the caster is negated and thrown back onto the damage source. Reflected damage can not be reflected again. CD: 45 seconds

Lightning Charge
Deals lightning damage to the target.*
(*this spell is spamable and deals around the same damage as fireball, but does not have an AoE component. In combination with the soaked debuff, this spell is superior in DPS)

Water Elemental
Summons a water elemental, which casts water globes randomly on any hostile unit in range. The elemental has its own will and can not be controlled unlike other minions. Lasts 25 seconds. CD: 120 seconds.



Necromancer:
Summon Skeleton Mage
summons a skeletal mage to your assistance that throws shadowbolts at the minion target.

Detonating Bones
Destroys one of your skeletons and deals damage to all enemies within a small radius as well as reducing armor to those targets. Does not stack with other armor reduction skills. Consumes rage. CD: 75 seconds.

Mind Control
Turns an enemy unit permanently into a minion, which follows the commands of the necromancer. The unit will use its spells and abilities as usual. Can not be cast on dungeon units, bosses, minions and units with an immunity to this spell.
 
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Level 11
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I just love the update on Crusader :grin: <3

but
Mind Control
Turns an enemy unit permanently into a minion, which follows the commands of the necromancer. The unit will use its spells and abilities as usual. Can not be cast on dungeon units, bosses, minions and units with an immunity to this spell.
That only leaves the regular "wolf" type creep right?
 
I just love the update on Crusader :grin: <3

but

That only leaves the regular "wolf" type creep right?
All regular creeps, yes. For dungeon creeps, the spell would become overpowered. Remember that this is a permanent minion and allows a lot of nice tools if used on the correct mobs.
You could for example control an ogre mage which spams fireballs and mend or get one of those Gnolls in the farmland area to support with dps. Of course, you can only have one mind controlled unit around at the same time and they don't level up with your hero unlike other minions.
 
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All regular creeps, yes. For dungeon creeps, the spell would become overpowered. Remember that this is a permanent minion and allows a lot of nice tools if used on the correct mobs.
You could for example control an ogre mage which spams fireballs and mend or get one of those Gnolls in the farmland area to support with dps. Of course, you can only have one mind controlled unit around at the same time and they don't level up with your hero unlike other minions.

Either way, I love the idea! One question though : What about the terrain part ?
 
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the new lvl 40 ranger's wolf looks so much better than boar! i like it. and finally fixed crusaders shield wield from horizontal to vertical, just like it should be :p
 
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In 1.2 pls don't let dropable spells be destroyable by atks ¬¬ i was playing gaias and dropped a bol for my cleric then a stupid team mate destroyed it. Pls make the spell scroll invulnerable...
 
In 1.2 pls don't let dropable spells be destroyable by atks ¬¬ i was playing gaias and dropped a bol for my cleric then a stupid team mate destroyed it. Pls make the spell scroll invulnerable...
Sorry to hear about that but ... well ... I can't protect people from stupid players. Just don't play with them if they are morons. If I make items invulnerable, people will find other ways to piss you off. Besides ... I was never a fan of ultimate "safety" in all regards. I like the roleplay aspect of being an asshole. Let's say a player -pvps you during a bossfight and kills you will you are distracted. Sure it's frustrating and unfair - and surely I could remove the option to -pvp in dungeons ... but I don't want to. I like that you have the freedom to be a cold traitor if you want to. After all, its a role playing game, not some E-Sports map like Dota. :)
 
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Sorry to hear about that but ... well ... I can't protect people from stupid players. Just don't play with them if they are morons. If I make items invulnerable, people will find other ways to piss you off. Besides ... I was never a fan of ultimate "safety" in all regards. I like the roleplay aspect of being an asshole. Let's say a player -pvps you during a bossfight and kills you will you are distracted. Sure it's frustrating and unfair - and surely I could remove the option to -pvp in dungeons ... but I don't want to. I like that you have the freedom to be a cold traitor if you want to. After all, its a role playing game, not some E-Sports map like Dota. :)

Such cold traitor would definitely get flamed by entire team and forced to leave, otherwise they would hunt his ass all the time to kill him.
But I like games where noobs/newbies ain't protected as well, for example FOnline, life is brutal and you have to get used to it, especially when warcraft attracts lots of retards lately, these never stop to annoy people.
 
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In 1.2 pls don't let dropable spells be destroyable by atks ¬¬ i was playing gaias and dropped a bol for my cleric then a stupid team mate destroyed it. Pls make the spell scroll invulnerable...

Sorry, Texugo, it was my fault... i didnt do it on purpose. Come back and lets play again :)
 
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My idea for dungeon 4

U all know the rock blocking passage to the north?

well thats job of Earth elemental and ofcourse Twillight clan (come players may remember em from WoW)
here in Gaia thye have same business

Beyong bridge there was village, but now after making passage clear again 1 of merchants came back to Mytargas reporting about attack.

Village at north is destroyed and plundred, also there are Twilight clan cultist and raging elementals.

Dungeon idea is mix of 3-4 bosses

1 Baron Greadious (corrupted ruler of village)
2 Alchemist with low hp and some nasty acid attack, when dead waking abomination(true boss)
3 Twilight commander (knight with elementals powers
4 well i leave it to you, my sugestion would be a elemental best or corruped druid from Gaias forest i dunno... very hard encounter for also legendary loot




What is I rly desired just when I dinged 35 lvl with my sorcer?

I we're dreaming about difficoult level for dungeon for % stronger creeps and % better loots, if its possible adding spells to bosses to make em stronger to kill and also adding extra better loot.

Making wishes is easy but no matter how much u add to this game of any ideas it will be alvays best w3 map fore me ;)
 
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Zwiebelchen , do you hate berserker or do you think, that those skills are fine for him ? =/
Most other new dps class passives look way better in numbers compared to Blades of Death.

And Berserker Rage is just 1 skill that you really want to rage on, 20 times i need to hit someone to charge it , will happen only on bosses. ;/

K, lets imagine 10-15 is ok, but when you see the real results after about those 10 hits, what do you see 10% extra damage and 5% attack speed, yet also after this 10 attacks you will be getting 15% extra damage. Its not even a skill that buffs you, more like trades 1 thing for another, while its not even a fair trade. 15% lost survivability over >15%? dps, yes its weaker then extra dps . For solo on mobs its a bad skill for sure, after the fight you will see your hp at the same level with this skill or without, maybe even less hp with it. Also if somebody wants to tell me that berserk isn't supposed to be a tank/offtank at all, then pls change my taunt and 20% increased agro skill to something else, berserks already lost 1 squire skill kinda - shield bash.

I will hope that those numbers aren't final.


And Bishops with their new passive won't need a lot of mana, ofcourse unless you will make it useless like restoring 1 mana per 500 overheal. And I thought, that you want to make Wisdom a bit more important.

Sorry for my bad english :p
 
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Level 8
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I were also thinking about scroll spell drop from last boss in d4, this spell could be very powerfull and alow players to have more chances against dungeon on higher difficoult.
 
Zwiebelchen , do you hate berserker or do you think, that those skills are fine for him ? =/
Most other new dps class passives look way better in numbers compared to Blades of Death.

And Berserker Rage is just 1 skill that you really want to rage on, 20 times i need to hit someone to charge it , will happen only on bosses. ;/

K, lets imagine 10-15 is ok, but when you see the real results after about those 10 hits, what do you see 10% extra damage and 5% attack speed, yet also after this 10 attacks you will be getting 15% extra damage. Its not even a skill that buffs you, more like trades 1 thing for another, while its not even a fair trade. 15% lost survivability over >15%? dps, yes its weaker then extra dps . For solo on mobs its a bad skill for sure, after the fight you will see your hp at the same level with this skill or without, maybe even less hp with it. Also if somebody wants to tell me that berserk isn't supposed to be a tank/offtank at all, then pls change my taunt and 20% increased agro skill to something else, berserks already lost 1 squire skill kinda - shield bash.
Remember that basic classes sometimes have nothing in common with the advanced archetypes. Healing druids for example also don't make much use of the rangers basic abilities. Same goes for bards and monks.
And besides; you can't have all new spells anyway without unlearning some of the old ones. So just unlearn the spells you dont need like taunt and heroic presence.
Maybe I will reduce the number of stacks. Fair enough, but I like the idea of trading survivability vs damage. Berserkers will have more damage skills than any other melee classes. And compared to assassins, berserkers are able to deal a good amount of AoE damage. heck, I even got reports of berserkers being better tanks that crusaders. Knowing that I don't see any problems with the numbers above.

And Bishops with their new passive won't need a lot of mana, ofcourse unless you will make it useless like restoring 1 mana per 500 overheal. And I thought, that you want to make Wisdom a bit more important.
I will nerf some +mana values on items with 1.2 such as reduce the number of mana wisdom grants back to 10, as I felt mana was not as much of a troubling issue as it should be when I played D3.


@Hawajska:
Sorry, I will not take suggestions for D4. I got a concept in my mind and don't see a reason why Gaias Retaliation should take place in the same universe as WoW. o_O
 
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And besides; you can't have all new spells anyway without unlearning some of the old ones. So just unlearn the spells you dont need like taunt and heroic presence.

9 Skill max, I would like to unlrean shield bash, taunt, heroic presence and probably + Shout that is semi useless, cause u are supposed to have crusade as a tank in party, that is using it =/ Not enough new skills to replace all of this.

As I have a monk too, I will say, that healing and shield aren't that useless even when you have steel body, you can easily switch it off, shield, heal, put on steel body again, yes it has cd, but you always can go in steel body before battle and have it off CD when you need it +Burst of Light can be used in steel body. Zerk will have the most number of useless basic class skills with this new spells =/

As you said before, druid uses healing and dps true his wisps, so while they do their evil things ^^ you can use all the rangers skills, not like they have casting time=/ I wonder, who said that druid doesn't use all his ranger skills, they are all strong and useful.

And yes, pls change the numbers or increase somehow the ability to get those charges. Cause it will really take a while for this skill to become useful in battle + zerks attack speed ins't that great or should I start a new build with full str+agi to have 300 hp + 30% increased dmg getting zerker, that is going to be squishier than any mage. ^^

And compared to assassins, berserkers are able to deal a good amount of AoE damage. heck, I even got reports of berserkers being better tanks that crusaders. Knowing that I don't see any problems with the numbers above.

If you don't remember, I was the berserker, who done D3 with you. Now please try to remember that run and say, that I could tank those waves. Berserkers aren't better tanks, they can AoE agro better with 2-handed y, but tank without shield better ? Or equip shield and lose all the ability of AoE agro? So all of that a lie, those who reported, that berserks are better tanks probably ate too much pie.

And compared to assassins, berserkers are able to deal a good amount of AoE damage.
If battle is faster, then 12 seconds, assassins don't have a problem in dealing a good amount of damage in AoE too, I'd say even better, maybe I'm wrong, but their splash dmg skill was 75% and aoe is greater than 70 and zerks is 50% with 70. While also im afraid, that zerks will have lower dps compared to sins or hunters+their pets on bosses. ;) And zerks 5k Heaven's Edge isn't that rewarding to uses on bosses when you are already standing close to him, as you do a long animation, when you could just be doing a few extra attacks in that time. My 5 cents.

Also, are you planning on fixing last boss in d2? ^^ Every time i see mage soloing him without getting any damage with water balls + meteor, I become jealous ^^
 
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@Hawajska:
Sorry, I will not take suggestions for D4. I got a concept in my mind and don't see a reason why Gaias Retaliation should take place in the same universe as WoW. o_O

It was only sugestion ;)

and how about dungeons difficoult levels, is it doable?
 
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I can't see any problem with Berserker DPS. It's only natural that the classes evolving from one role into another isn't as good as the others. If you're having problem using a skill that drops your survivabillity, and increases damage, and then complain about that Berserkers can't DPS enough, nor Tank good enough... I mean, if you can't be atleast decent in all trades, aim for 1 trade. As far as I remember Monks doesn't use shields. I mean, shields are good. But they aren't that useful, and you can't really complain on that a Berserker has too many tank skills, then complain about that you can't tank D3.
 
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I can't see any problem with Berserker DPS. It's only natural that the classes evolving from one role into another isn't as good as the others. If you're having problem using a skill that drops your survivabillity, and increases damage, and then complain about that Berserkers can't DPS enough, nor Tank good enough... I mean, if you can't be atleast decent in all trades, aim for 1 trade. As far as I remember Monks doesn't use shields. I mean, shields are good. But they aren't that useful, and you can't really complain on that a Berserker has too many tank skills, then complain about that you can't tank D3.

Ofc monk doesn't need shield, when he has same armor thx to steel body and about 50+ dodge chance, useless on creeps ? Lol, k. And shield doesn't make a difference. Try tanking with 15 armor and 25 armor on d3 waves then repeat that....
 
Being able to change your upgraded class to its counterpart would also be a nice feature, farming a new hero one up to lvl 25 takes some time when you are alone and don't have old saves stored on your computer :/
Shit, are you serious?
About the berserker discussion: I think the 3 new spells add some nice dps to the class. Much more than probably all other damage classes get with their new skills. Maybe I'm gonna change the numbers for berserker rage, but I will stick to that idea as I think it fits the berserker class perfectly both in terms of use and in terms of lore.
 
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I don't think it would hurt the system that much, you can already change your stats and your abilities?

I got a lvl 32 Crusader but Id like to try Berserker to, and getting all the gear back takes time and support from a group :O
 
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Shit, are you serious?
About the berserker discussion: I think the 3 new spells add some nice dps to the class. Much more than probably all other damage classes get with their new skills. Maybe I'm gonna change the numbers for berserker rage, but I will stick to that idea as I think it fits the berserker class perfectly both in terms of use and in terms of lore.

In terms of lore they are supposed to run with 2 heavy weapons and be unstoppable force that makes everyone else ragequit in the game ^^ And are you serious about the dps, 1 aoe skill with 0.8 * dmg,its ok on a large number of mobs, but will we see a lot of mobs in a group in d4, like we did in d3 or they will be like in d1/d2 , 2-3 units? If d1-d2 style then its not that great of a skill.

Passive for 10% aspd and 5% crit and now useless blocking passive, thx to zerkers going more dps and less tanky, better then assassins passive ? 10% extra overall dmg from back+ utility walking speed in invis and 50% crit dmg ( thats my favourite passive in game, it increases dps the most )

And woohoo :p 10% attack speed and 20% dmg after 20 seconds of battle. Pls assassin, try to catch my awesome dmg there :D and what I'm supposed to do if I agro, sins at least have 30% reducing threat skill and now a go in invis removing threat skills. Rly Zwiebelchen I love you, but :p I already see zerks failing in D4 compared to other dpses. In agroing everything on them selfs and fail dpsing on bosses at the same time :p
 
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"In terms of Lore" Since Todes decides the lore, and can change it whenever he want, I don't think you should bring lore to the discussion. And, discussing the Berserkers balance right now is pretty useless, since, the numbers will change a lot. It's not like they are written in stone.
 
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Have you guys considered a pet alteration between the druid and hunter class-change? Like the druid controlling a bear and the hunter keeps the wolf or something, maybe changing a bit of their stats aswell, since hunter's pets would be all about dps and druids about tanking I guess, i think this is a good detail to be considered since pets are going to be a bit lame for druids without any new skill on them.

And what about druid shapeshifting?
 

Jumbo

Hosted Project GR
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Oh my God, cant you go to school and learn simple reading skills? I have already told you once that this project IS alive -.- But if your english is simply bad, and thats the reason your sentence sounds like a question, then practice on your english to make it at least understandable (i know my own isn't perfect) ;).

Femoika Zwei already stated that druids wont be shapeshifters as he doesn't see druids that way. About your first suggestion i think that is a good idea though :)
 
Level 10
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Have you guys considered a pet alteration between the druid and hunter class-change? Like the druid controlling a bear and the hunter keeps the wolf or something, maybe changing a bit of their stats aswell, since hunter's pets would be all about dps and druids about tanking I guess, i think this is a good detail to be considered since pets are going to be a bit lame for druids without any new skill on them.

Druids will be getting two more summoning spells in 1.2 and nothing is obligating the druid to keep the wolf once he acquires more druid spells. Who knows maybe they will choose to replace it completely with a different spell. I think that's the awesome thing about this ORPG, once it gets to the point, players can build their heroes to the way they seem fit for their class.

EDIT: Although some kind of pet variation would be cool don't get me wrong!
 
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