Zwiebelchen
Hosted Project GR
- Joined
- Sep 17, 2009
- Messages
- 7,234
Its not the hybrids that I'm concerned about but the actual 'pure' classes.I think increasing the gap to three levels would be good in many senses, but I feel as if it forces every class to hybrid split their stats. Not every class is required to get multiple stats and the ones that wish to do so have every options to do it with respeccing. It is their own fault if they choose to stay a mono stat as a hybrid class they will just be less effective since their spells require different points in different things to do more damage or healing. Basically it is up the player right now to decide how good his character is. Any noob can mono stat but the good players know better to split it up on their own. I think it will naturally balance out as more spells are added that require different stats in different points to be effective. The good players will naturally find hybrid builds to compensate for it on their own.
A Monostat-Int-Cons Sorcerer will always outperform a hybrid class in pure damage, even if the hybrid class is meant as a pure damage dealer. What I can do about that is intervening by adding some kind of workaround via skills.
I did that with the current spell layout, as for example as crusaders gain some attackpower with int. I hope this will be enough to really make a difference. Players usually become data-junkies at some point of gaming ... and they will do the maths some time and will find out that a certain specc should be superior than a mono-build. At least that is the goal I'm aiming at with this. And I hope it works.
I will definitely remove the Manareg with the next map version (left out the "infight"-prefix as you have rest anyway). This is like 100% decided, because I feel that its a good idea and gives me the opportunity to add new spells that will make mana-management easier and adds some new flavour to the gameplay. Also, all items that granted manareg will have this stat gone or replaced by something else.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.
It's a matter of balancing, though. I don't want mage classes to be completely useless once all mana is gone. I need to balance wisdom that way that it grants enough mana for the mage to be able to nuke through an entire boss encounter, at least with the help of mana potions. Maybe a little less, so that for example a certain spell that steals some mana from the enemy is useful.
I will change it and then see how it turns out.
This change will be in 1.1f, so people have a lot of time to give feedback until the 1.2 version comes out. I will also add less +mana bonus to upcoming new items (and will possibly remove some overdone bonuses on existing items), as I felt it turned out a little bit extreme having like +300 mana from items and not a single point in wisdom.
EDIT: Still working on the new spell trigger. It gets longer and longer every day, but goddamn, there are so many spells ... it will still take a while for the entire trigger to be finished.
Good thing is; I am also checking the existing spells for bugs while doing that. I was able to fix some minor bugs with the existing spells, such as a leak with judgement and some inconsistency with the tooltips.
Still, there is a huge amount of work to do. :/
But I think it's totally worth it. The rewriting will remove several annoying bugs (such as the infamous bash bug) and will also improve map performance.
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