Thanks for that comment. This is what I call helpful criticism. Please more like that.i think the %spellpower is a bit low. i made math and right now 40 crus exchanges 20 dmg from str for 5.55 holy dmg based on 37 base int that he can get. 5.55 is nowhere near to 20, if it was being intended to balance. even with the 15% sp bonus dmg, crus has weakened shield slam (less str), gaping wounds (less atk power) and hateful strike (less atk power). in this case crusader needs int or sp coming from items in order to regain its power. also taunt could be aoe skill.. since all the other skills will now deal less dmg which means less threat acquired
While Str is still superior in raw melee damage (Shield Bash synergy, armor penetration and crit damage bonus), speccing a little bit of Int should now increase dps instead of reducing it (synergy with crucify and stacked up holy damage). Remember that the crusader is not primarily made for dealing damage, but for dealing threat. If I feel that the amount of threat generated by a spellpower-enhanced crucify is too low, I will increase the threat modifier.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.
You are mistaking the crusader spell with the monk ability.Don't forget that the bard has a buff song that increases spell power damage and that that new skill will stack up to 10 times and do a massive explosion of elemental damage when it hits 10. I think if anything the amount of damage will be TOO high in the long run, but it's hard to say until we see it in game play
It does not stack. This will be a flat 30% bonus.You said stacked up holy damage, whats the maximum stack? Because if there is no cap this can be kinda OP in boss fights. Crucify CD could be reduced since squire damage skills like hatefull strike, gasping wounds and shield bash will get reduced damage if you chose int. About the other suggested skill that returns 10% of the damage as holy damage to the attacker this is very underpowered, if a sader take a 100 melee damage he will return 10 to the attacker... useless since saders take low damages like 20~30 from strong mobs, it'll return 2~3 damage.
I think people still think that crusaders are meant to deal the same damage as other classes. This is totally wrong.
Adjustments:
- Future drops will have more crusader and berserker-specific armor pieces to seperate the class roles also in terms of gear (more attack, less armor and HP)
And where would be the sense if it would be crusader-only anyway? I could just add a class restriction to the stuff and its fine.ill suggest to add Plate armors that can be only used for Crusader.
Thanks for that comment. This is what I call helpful criticism. Please more like that.
Basicly, I like the idea of adding holy damage to melee attacks ... but I agree that it comes with a downfall of damage for all Squire skills. I thought about it a little bit and came up with a new idea of how to make Int a useful stat for crusaders:
While Str is still superior in raw melee damage (Shield Bash synergy, armor penetration and crit damage bonus), speccing a little bit of Int should now increase dps instead of reducing it (synergy with crucify and stacked up holy damage). Remember that the crusader is not primarily made for dealing damage, but for dealing threat. If I feel that the amount of threat generated by a spellpower-enhanced crucify is too low, I will increase the threat modifier.
As I haven't started creating new content yet and I'm still fixing some old bugs, you can still expect this to take a rather long time.when 1.2 might come out?
@up
i have to disagree with a lot what u said.
squire/crus/zerk
crusader is a tanker, no matter what is the enemy - boss or mob or groups of mobs or whatever, he is still a tanker and is supposed to hold the agro. besides that with proper math and some logical thinking - the more mobs atk u, the higher ur armor will be. which makes it OP if u lure ~15 mobs on u giving u +15 armor to what u already have, making u take even less damage from each enemy lol. it will even pay off to lure more groups on u for better boost than killing groups alone - what is safer. this sounds dumb, doesnt it?
i dont see a reason why would eternal embrace have less armor. its a tanker armor requiring 2 mana crystals = some work. why weaken it?
dont know what u mean about the zerk skill
cruses and zerks should be able to swap gear in case of need. they lose their skills during 1h/2h stance anyway, why dont allow it - makes no sense
ranger/hunter/druid
theres a quiver that does give armor pene, its from firelord. no need to give them so much armor pene if u have such nice crit chance ratio (my 40 hunter has 31% to score critical.. lol)
um, summons for druids and some serious buff for pet, thats all nice. hunter doesnt rly need any changes
monk/bishop
dispel is reserved for mage, same like taunt for squire and so on..
I thought theres one that drops off from the troll magi.yeah, theres just 2 quivers in the game. well, maybe adding crossbows to the game? hunter doesnt rly need any buff, maybe a skill but if not damaging one, maybe slowing? or reducing attack rate? no idea :d
To many previous comments:
Quivers: This issue has already been addressed plenty of times. I do hope zwieb adds at least one more quiver, and I've already made quiver models if he wants some.
However, there are misc items that an archer can use other than quivers; there are various crit gloves and rings for early-game archers.
Maybe. But this is not topmost priority for me.Zwielbechen i have a question: Will we ever see any Mytargas interior?
Won't work, as 2-player gaming can't be balanced to create encounters that are actually challenging.I have another suggestion: Create a smaller part of dungeon 4 with entrance only for max 2 players. This area would have the best accesories/minor gear parts in dungeon 4, thus giving players a reason to go there instead of just skipping it for the big dungeon. This would create some diversity to the endgame and also counter the sad fact that you have to have at least 4-5 players available to do anything at high lvl, although having them remains the most optimal solution (the big dungeon would of course be the only place to get all other highend armor).
If you want some rping excuse for this design, it could be something like: (Captain"The <insert evil boss name> is aware of you slaying the Fire Lord and he will surely flee in cowardice if he sees all of you coming at him. The two most capable of you will have to go in there alone unless you want him to run away"
Hope you get my point, my english isn't that good.
Won't work, as 2-player gaming can't be balanced to create encounters that are actually challenging.
Besides, 2 player dungeons would favor certain classes and class cominations that are far superior than other combinations.
Squire + Cleric will always have it easier than Mage + Thief. I think you get the idea.
How about that: I will add an encounter to the new 5-man dungeon that throws the players into seperate mini 1-man dungeons depending on the class. However, this would make problems with multi-class instancability.I agree that 2-player dungeons are not a good idea since the game is balanced around 5man dungeons and there would be certain classes that would be favored, however I rather liked the one man class specific dungeons for the quest change. Perhaps 5 individual solo class dungeons that could be repeated for some type of class specific gear though that seems like a lot of terraining and scripting (essentially making 5 more small dungeons) and that may not be worth the time and effort.
You said i will then you said this would .-. , can't get it it will be added or not? you meant you will add but then the new dungeon will require one class of each type or you won't add it because off the multi class thing?How about that: I will add an encounter to the new 5-man dungeon that throws the players into seperate mini 1-man dungeons depending on the class. However, this would make problems with multi-class instancability.
I meant it as a part of a boss encounter in the 5-man dungeon. The boss casts a spell that throws the players into the mini dungeons that need to be finished in order to beat the boss.You said i will then you said this would .-. , can't get it it will be added or not? you meant you will add but then the new dungeon will require one class of each type or you won't add it because off the multi class thing?
Can you add buyable spells which atm can only be found from bosses to be bought in Mytargas from the corresponding Guild Masters. I think no one has really fun in grinding low level bosses for hours just to find the best spells, you could add a good price to them like e.g. 1 mana crytsal and 3000 gold. This way you need to make D3 first to buy them.
How about that: I will add an encounter to the new 5-man dungeon that throws the players into seperate mini 1-man dungeons depending on the class. However, this would make problems with multi-class instancability.
Hello everyone,
[...]
I have some suggestions again:
Can you add buyable spells which atm can only be found from bosses to be bought in Mytargas from the corresponding Guild Masters. I think no one has really fun in grinding low level bosses for hours just to find the best spells, you could add a good price to them like e.g. 1 mana crytsal and 3000 gold. This way you need to make D3 first to buy them.
Remember that the number of spells available with the upcoming D4 will be higher than the maximum number of spells you can have active the same time. (currently only 9 active spells are allowed at the same time ... this is why there is the unlearn option) ... so it was never intended at the first place anyway that all players will have the same spells. A bit of luck can't hurt if you ask me.big up for this! i cant get my barbed arrow since weeks and im doing d3 already >.< waste time grinding in d2 just for that
Thanks for telling me how to reproduce the bug. See people? This is how I need bug reports... like this I am actually able to fix bugs.I just had again some bugs with items which I dropped and wanted to pick them up again. It said "you cant pick up loaded or saved items from other people. I think this happens after you find a spell like for example burst of light. Thisis what happend: I solod Gaeles Tar in D1 and used Thaumaturgists Robe for the fire resistance with my monk, the boss dropped BoL and I picked it up happily, after that I dropped my Thaumaturgists to change back to Robe of Swiftness, since I placed Thauma on the ground it said I cant pick it up. So I had to choose whether to save and keep BoL or Thauma and I choosed BoL. But since BoL dropped again this time from D2 Tidehunter Boss, I fastly reloaded my Char to have both (Thauma+BoL again) and saved then. I then tried to get the bug again and dropped 2 items on the ground, and yes actually I couldnt pick them up. It said the same story again that I wouldnt be able to pick up save/loaded items from other people.
PS2: Just to throw you a bone ... I think I already said it somewhere, but D4 will be a giant floating island somewhat Avatar-style. I will also add a small new questing area in the southeast of the farmland area that is mountain-themed and will have a small dwarven village and mobs that will level your way to level 50. You can also buy one of your new spells there for gold and mana crystals.
And what if you kite the boss? I don't want to take out that possibility. I think I will just reduce the collision size of the bosses and its fine.OMG zwieb this is the first post you wrote about that mountain-themed area that i'll be awesome. What level will the new mobs be? you'll need to lvl in d3 before them? or you can make it like ogres -> new mobs?
And I'm posting here to suggest you to add something like a trigger that don't allow players to solo bosses using spots where the bosses "can't reach" (i.e. the giant wolf), you could add something like: if the boss is taking damage,trying to use a skill or attack a player and haven't dealt any damage in the last ## seconds he gets reseted to his original position and recovers life, like when you outrange the mobs.
I agree with you on that one and its not completely impossible. I could add a "heroic" button to the entry circles that replaces all mobs inside with new ones.I know that it has been suggested multiple times to add a harder difficulty to dungeons however I have another suggestion to this idea. With the news of a new mountain themed questing zone to be released that will allow players to level up to level 50 (which to my understanding is the max level) perhaps there could be some kind of activating trigger or something that allows level 50's to enter older dungeons (in particular d1 & d2) where the dungeon is modified for level 50's. Essentially then At level 50 you could run every single dungeon in the game and it will be as challenging for players as if they were in the level range then adding more variety to which dungeons people would want to choose to run at max level thus adding a more *end game* feel
Sure, this sounds good to me. The max creature level is 60 anyway.On a side note I have been playing Guild Wars a lot lately and I've noticed that a lot of the bosses and such are above the maxi um level attained by players. If you want to make some really hard bosses in an end game type dungeon maybe make them like level 51-55's so that way even max level players with full gear will not truely be able to solo them and making it more team based and skill based at highest power
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. 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 target of the spell. Those fireballs will not cause threat for the druid. If the target dies, the Efreet will return to its home-plane. CD: 35 seconds
Adjustments:
- increased attack power and armor penetration of the pet for all levels
I may also suggest boss for spiders e.g. brood mother
First: Druid will never be intelligence-based (from the object data point of view), as this would mess up the balancing. Druid was meant as a hybrid and actually works pretty well in that role. If you decide to play druid as a healer, you can perform pretty well, if you give it a chance. The new spirits will make sure the druid will come closer to its intended role: a "true" healer class with a little bit of damage utility for the group. As both spirits do not require any interaction of the druid (except for summoning them, of course), the druid will fill its hybrid role much better, as you basicly now have the TIME to do both: healing and dealing damage. The spirit will take care of the healing while you can support with extra heals here and there when its needed and use your ranger abilities to deal damage, support, etc. when its not needed.About the changes for Druid I really miss legendary damage spells such as - Starfall or Entangling Roots (I know it's already bored and banal). Lets say You could make instead of Efreet's call - Starfall, You can make lots of different ways of usage: channeling/instant, aoe/single, ministun/daze and so on. About hunters trap You could change it to Entangling roots with influence from spell power (so for Hunters it wont be too overpowered and for Druid its going to be even minor damaging spell). As he's not the best healer nor best damager, would be pretty nice mix with healing/spd. Just my opinion about it, I'm not even going ask to make it Intelligence based hero-.-
Well, I could indeed let it drop crystals. Seems fair to me, as D3 gives access to crystals and the new world boss will be higher level than D3 bosses. However, the Boss will not be soloable. As all world bosses, this one will be designed for 4 people, depending on the equipment also for 3.I was thinking more of strategy requared world boss for 3/4 people (2/3 with decent gear) with even possible crystals drop (as Zwie told it might be good idea for selling spells with requirement for it, because still most of people gonna play solo/dual so it will be easyer for them to farm crystals) or even legendary item.
The efreet's damage will be affected by your spellpower.
Also I personally dont feel the same way about druids as blizzard did. My spells and classes were always a little dungeons-and-dragons orientated; so in my oppinion, druids are more of a healer and summoning class instead of some kind of nature-damage-pal.
I also thought about adding some more utility to the wisdom stat as it currently seems a little bit underpowered (nobody speccs it more often that just 3 or 4 points). I thought about completely removing the "vanilla" manareg and replace it with a scripted one that is depending on a certain new item stat (or will simply not happen during spellcasting).
I felt like the current manareg system rendered mana-management trivial.
Btw, I am currently thinking about increasing the level-difference of hero-stats. Currently you can raise a stat every two levels. As this usually causes mono-builds, I was thinking about increasing the gap to three levels (except for constitution and wisdom, which will stay at two levels for obvious reasons).
What do you guys think of that?
This will also improve the balancing as hybrid classes will not be outperformed as much as currently and mages and clerics can not go for extreme int-cons-builds anymore.
I agree that Wisdom is almost completely useless and needs some kind of reworking. I have no idea how to go about doing that though. The one thing I think it should not do though is give mana regen while in combat. In older versions of the game back in beta it was even more useless when players regenned mana on their own with high int. you would never run out of any mana ever.I also thought about adding some more utility to the wisdom stat as it currently seems a little bit underpowered (nobody speccs it more often that just 3 or 4 points). I thought about completely removing the "vanilla" manareg and replace it with a scripted one that is depending on a certain new item stat (or will simply not happen during spellcasting).
I felt like the current manareg system rendered mana-management trivial.