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

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Level 4
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Oct 24, 2012
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i never thought of Gaias as a game with "mercenaries". i dont want to run into conclusions and say i dont like the whole idea. But i have a question.
"a mercenary" counts as a regular player in dungeons right? i mean if we are already 5 people for a dungeon then none of us can hire a "mercenary" right?
hmmm now that i think of it.... you make the game easier... and i think it wont do good... nvm we shall see....
 
i never thought of Gaias as a game with "mercenaries". i dont want to run into conclusions and say i dont like the whole idea. But i have a question.
"a mercenary" counts as a regular player in dungeons right? i mean if we are already 5 people for a dungeon then none of us can hire a "mercenary" right?
hmmm now that i think of it.... you make the game easier... and i think it wont do good... nvm we shall see....
Not exactly. If you got 5 players in the whole game, you can't even hire a mercenary.
I don't think this will make the game easier at all, since mercenaries will never be as good as a player in the first place. It just allows for a little bit more of freedom and less headache to find 5 players with the right classes for every game.
Mercenaries will also never replace core classes in a dungeon situation. A healer type mercenary will most likely not be able to heal an entire group at a boss encounter. However, he can be of assistance to make it easier for your main healer at the cost of dps. Or an entire player. Usually you always want that fifth player, but if for some reason you can't find one, you can always hire the "half-assed" player.
 
Level 9
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Although, one thing, make some pre-d3 Druid gear, not just DPS leather, some actual intelligence leather, just something other than Runed Bow, and Totem of the Winds.
 
Level 6
Joined
Nov 3, 2011
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293
Well pre d3 gear in my opinion isnt needed the dungeon 2 items are entirely items for heros b4 the class change quests, and remember dungeon 2 is like in the parts where u still a ranger and not druid is really never a problem not having pre d3 druid gear bcuz she does gets good enough healing with the nature bleesing and remedi, but perhaps maybe adding a craftable bow for druid b4 d3 might be good
 
Level 13
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Oct 9, 2011
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1,433
so much early game gear needs rebalancing I can't even be bothered breaching that topic right now.

I mean who in hell has ever bought and used a metal staff, seriously.
Barely any monk or druid gear. I've got a list of that shit which I suppose I'll bring into play post 1.1m to discuss with EVERYBODY which should be fun.

As for the no new areas in 1.1m zwieb, I understand that, that's fair, but maybe through in a couple of ogre world bosses like we kind of discussed a long time ago. Two bosses in one area forcing you to hold agro on both. Make 'em 35 and offer a few more item options that would encourage builds for future content maybe? It's up to you in the end, if you think it would waste time or hold 1.1m back too long then dw about it but I'm sure something like Oark and Urggh wouldn't take too long to fit together.

As for the mercenaries being bandits, I disagree. Each one can have it's own backstory really and having them all be the same sounds extremely lame. If certain species have lower value to that of humans in gaias, why wouldn't a troll or orc want to earn some extra cash. A roaming Witch Doctor, makes sense to me.

There are roughly 3 crusader swords that work fine. Blacksmiths Revenge if you're willing to fork out 2k which is too damn much for it, then two others I've just forgotten the names of. The one with a large damage and arp bonus, think its the Culling Blade or something, then the other that gives like +2 armor. They all work ok, they don't actually need to give int

And as always, Phoenix is shit.
 
Level 2
Joined
Oct 25, 2012
Messages
13
Oh yeah i forgot bout blacksmith's revange, and i agree 2k is way too much for it. Zwieb would u ever concider lowering it to like 1k-1.5k? even tho is only like 500 gold it would save everyone a lot of time grinding.
 
Level 11
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Mar 18, 2009
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793
I'll think about adding some more pre-d3 gear for the 1.1m release. Makes sense to have some non-dungeon options, simply because you need gear to run D3 and D3 is going to be a little bit harder due to the new experience system.

Nice :D
Can you focus on gear that can come in handy for the class upgrade? Some more damage directed Mail and one or two Intelligence items for Ranger would be awesome. :thumbs_up:

Oh yeah i forgot bout blacksmith's revange, and i agree 2k is way too much for it. Zwieb would u ever concider lowering it to like 1k-1.5k? even tho is only like 500 gold it would save everyone a lot of time grinding.

2k doesn't take long to farm for as a Squire.
 
Level 13
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Oct 9, 2011
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The prices and cold curve in general are pretty fucked up in gaia but that can all be handled in a later release, or, depending on Zwiebs opinion, not handled at all.

As for the pre d3 gear that would be nice, could even make a level 30 ogre boss, that could be fun

really riding the ogre boss here.

It's mainly monks and druids that get screwed, everything else has enough gear to manage d3. Elo has a good idea on a damage based mail for squires, something a low zerker might make use of if there's already a suitable tank. Changing the drop rate on the Heavy Curiass or whatever it is that drops from gnolls would be nice too considering you see if VERY rarely, most often after you've exhausted the creeps for all they were worth.

I should hope you're changing Thaumatergists Robe as well? Lowering the crazy FR.
 
Level 5
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Jul 21, 2011
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178
As people are complaining about item stats, i always felt like leather should give more armor than cloth(I mean being something between cloth and mail, not something slightly better than cloth and way worse than mail), but maybe thats just me.
 
Level 13
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That's not all you're riding.


I love you Vestra. btw I might be renewing the Gaias host bot for 1.1m

HEYO.

Good, that would be great, though I'm not sure who even plays on BN anymore. Idek if my korean buddies will want to play gaias anymore I might be stuck playing with you lot again

How unfortunate.

I do miss runs with yourself, Ihaz and box, and anyone else I'm forgetting. Even ego, those were always efficient and yet angry runs.

SHOULD GET THE GANG BACK TOGETHER AND SHIT.
 
Level 13
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Oct 9, 2011
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1,433
I don't hate you lol you just get frustrating to play with some times, like everyone, including me.
 
Level 9
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Jul 11, 2011
Messages
599
Yay, bot being back up, and yay for efficient runs, gonna b nice, not have to worry about people messing up the runs, and no explaining....and everyone speaks english....real firelords (actually more efficient not to do ashes, reset, then fight, if you know what your doing) actual teams, good people (sometimes) no tsumo. awwww the good life.


Also, I don't think I saw this but are the new Constitutin, and Wisdom stuff being implemented in 1.1m?
 
Level 1
Joined
Jul 26, 2012
Messages
3
My suggestion for mercenaries

Support Mage (Ranged): Life 385 / Armor 10 / Mana 120 - No Stats and No AP

Performance similar to the Mage Skeleton, only use these skills
Spell 1: Ice Ball
100 damage single target and slow AOE 5%
*Similar to Fireball (Cast time), but no Damage AOE.... Slow AOE in mobs...
*CD Similar to Shadow bolt of the Skeleton Mage

Spell 2: Ice Shield (Single Target)
0,2 x Level add hero armor, and Slow of 20% whom he gave in damage
*CD similar to the Crucify

Spell 3: Mage Mastery (Aura)
10% Fast Cast Rate

Support DPS (Melee): Life 450 / Armor 20 / Mana 85 - No Stats and AP 55-60

Spell 1: Eletric Damage Aura (AOE damege)
10 damege every 2 seconds

Spell 2: Eletric Manipulation
10% chance to 100 damage on Hit

Spell 3: Eletric Range Mastery
100-150% in your AP damage
Duration 30s and CD 2 minutes
 
Level 9
Joined
Jul 11, 2011
Messages
599
Any ETA? Also, mercenary suggestions

Ivan, the Brute.
A big bulky, unintelligent, slow, manish thing...with terrrible hygene
High Hp, High Damage, Low Armor, Slow, Melee

Ablities
1. Hateful Strike
2. Sweeping Blades
3. Demorilizing Shout


Leonardo, the Archmage
A young, yet wise Magi, that has complete control of his abilities.
Low Hp, Low Damage, Low Armor, Very Smart, Ranged

Abilities
1. Fireball
2. Water Globes
3. Lightning Charge


Kasandra, the Tracker
A women of the wild, she knows how to track, stalk, and more importantly kill.
Medium Hp, High Damage, Medium Armor, Quick, Ranged

Abilities
1. Multishot
2. Feline Reflexes
3. Flaming Arrow


Christine, the Priest
Very Religious, she heals the sick as it his her duty to due so.
Low Hp. Low Damage, Medium Armor, Reliable, Ranged

Abilities
1. Mend
2. Crippling Curse
3. Remedy


Unnamed...
Unnamed for a reason, never gives his name, never speaks, only kills.
Medium Hp, High Damage, Medium Armor, Killer, Melee

Abilities
1. Coup De Grace
2. Embrittling Acid
3. (the extra 50% critical damage passive) forgot the name


Alexander, the Champion
A great hero and leader, charges into battle for his own men, and not himself
High Hp, Medium Damage, High Armor, Heroic, Melee

Abilities
1. Confidence
2. Heroic Pressence
3. Sheild Slam


Raindrop, the Forest Walker
A mysterious women raised in and to protect the forest of the world.
Medium Hp, Low damage, Low Armor, Spiritual, Ranged

Abilities
1. Dispell
2. Nature's Blessing
3. Inspire


Terry Botter, the Wizard
A young man that everyone picks one because hes a bastard son.
MEdium Hp, Low damage, Low Armor, Cliche, Melee

Abilities
1. Mana Drain
2. Fire Shield
3. Soul Strike


Sven, the Drunkard
An older drunkard, that sinks his head into countless glsses of beer...
Medium Hp, Medium Damage, High Armor, Strong, Melee

Abilities
1. Steelbody
2. Song of Vigour
3. Symbol of Fury


The Lunatic
He'll do it, don't tempt him, because he will, NO STOP PLEASE!! (hehehe)
Low Hp, High Damage, Low Armor, Maddening, Melee

Abilities
1. Backstab
2. Stealth
3. Berserker Rage
 
Level 8
Joined
May 6, 2010
Messages
482
this is kinda obvious, but some skills are badly linked like 3 dps casting spells for mage...
instead of lightning charge there should passive mana regen skill for example.

but anyway let's leave it to Zwiebel, there is nothing for us to inspire him.
 
Level 9
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Jul 11, 2011
Messages
599
Well, if the AI was programmed to use lightning charge if the target is soaked, it will be overall more dps... I know you will all say barely... but lightning charge once again, got buffed. So it will be more dps.
 
Thanks for all your suggestions.
I will take them into consideration and will add my personal flavour to those to make them fit.

However, I currently have a lot of stuff to do aside from gaias. I recently got my feedback from the university about my research paper and it looks like there is still plenty of stuff to correct. Might take a couple of days until I can continue coding.
 
Level 3
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Jan 26, 2012
Messages
45
It's mainly monks and druids that get screwed, everything else has enough gear to manage d3. Elo has a good idea on a damage based mail for squires, something a low zerker might make use of if there's already a suitable tank. Changing the drop rate on the Heavy Curiass or whatever it is that drops from gnolls would be nice too considering you see if VERY rarely, most often after you've exhausted the creeps for all they were worth.

I should hope you're changing Thaumatergists Robe as well? Lowering the crazy FR.

I agree completely. Somewhat zerkers, but mostly druids and monks are just plain shit until they get d3 gear. And vestra is well-crafted harness, that part i dont really agree completely. It isnt required, it can easily be subsituted with green scale which takes like 4 protector kills if that.

Thaumaturge+confidene+fr cloth helm=85% fr. Mages and Bishops can get a good 450+ life easy as well. Their fire resistance is just ridiculous, plus if they dont get as much life and use some wisdom instead, the new resistances for wisdom in the future will not hurt them so their mana wouldnt be an issue. It should be more like the leather gear that can only get up to 70% with confidence...

On a side note, i love how bards play flutes; and bards hold AND play a drum with one hand while stabbing enemies with the other. Proof that bards are badass.
 
Level 13
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Oct 9, 2011
Messages
1,433
Well zerkers do ok since they get literally every item covered, not sure why you mentioned zerkers. They may not function as a full tank but they were never really meant to were they.

It may not be required but seriously, this isn't a game where mob drops need to be so rare that they never get used. It's purely the fact that a green scale is so much easier to obtain that puts off farming for a harness at all. The item, like most early game items in gaias, has become worthless.

Tbh anything melee should have higher resistances imo but considering thaumatergists covers monks and bishops it would be good to throw it on an even 30, or even less if you want to promote the use of the d3 fire robe nobody ever wants.

Bards are fools.
 
Level 13
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Oct 9, 2011
Messages
1,433
Fair enough, though in comparison stat wise to the FR robes 25% works fine and thaumaturgists would still be a better item. I'd recommend 20% maximum.
 
Level 9
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Jul 11, 2011
Messages
599
Could have thaum give resistances to everything (small) and increase fire robe's resistance in d3.... thatsjust my idea, since thaumaturgist isn't necessary alligned to just fire. Well the word itself has nothing to do with fire.
 
Level 3
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Jan 26, 2012
Messages
45
I will change the fire resistance on the thaumaturgists robe in 1.1m. Seems fair to me that fire resistance robes have more FR than thaumaturgists.
It will probably drop to like 20-25% FR.

Maybe because of this monks should have a natural restances to elements? They are tanks after all, so Maybe having 15% or 20% natural resistance on top of confidence and fire gear wouldn't be bad. That's just my opinion though, because monks do NOT need nerfing at all
 
Level 3
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Jan 26, 2012
Messages
45
Your only use is vigor, nobody even needs inspire.

You shouldn't be surprised Vestra if there are people who need inspire. They are usually noobs or stubborn (like i was with my bishop in 1.1i, didnt want to spend money for a stat change, making shade more difficult than it should have been.. . my mistake). I often get a gaias game going for d3 and before i worked on my druid the healers we got often needed some form of mana or a uber tank to last in boss fights
 
Level 13
Joined
Oct 9, 2011
Messages
1,433
Could have thaum give resistances to everything (small) and increase fire robe's resistance in d3.... thatsjust my idea, since thaumaturgist isn't necessary alligned to just fire. Well the word itself has nothing to do with fire.


^ this is a fair point. It could just have resistance to magic or something.

still don't nerfs clerics that much even tho i'm druid and i hate them cuse i wanna have main helear role they still heal a lot more than a fully geared druid so don't nerf their fire lord that much

That's the thing, they need the nerf, they should be encouraged to use the D3 robes. Currently the only use for those robes is 500 gold and that's a waste of an item. 30% on d3 robes with 15-20% on thaum is fine.

Maybe because of this monks should have a natural restances to elements? They are tanks after all, so Maybe having 15% or 20% natural resistance on top of confidence and fire gear wouldn't be bad. That's just my opinion though, because monks do NOT need nerfing at all

Having an alternative to steel body for monks that covered resistances would work, but didn't zwieb allow evasion to count for spells as well? So monks essentially have enough resistance with high evasion to outlast pretty much anything. They don't need to be more buff.

Lets get this straight, nerfing thaum doesn't make all cloth users shit, if anything it promotes a little more challenge to a good boss. Crusaders still manage 95% resistance btw. I strongly suggest you 'cap' resistances at something like 70% zwieb so people aren't immune to damage that seems pointless.

You shouldn't be surprised Vestra if there are people who need inspire. They are usually noobs or stubborn (like i was with my bishop in 1.1i, didnt want to spend money for a stat change, making shade more difficult than it should have been.. . my mistake). I often get a gaias game going for d3 and before i worked on my druid the healers we got often needed some form of mana or a uber tank to last in boss fights

I was only joking wowhunter, I know people make use of the spell. Hell, if I spam enough on shade my bishop can go oom, then again I get crazy agro but thats the fun part.

Things shouldn't be too easy, we should need inspire in certain situations, we shouldn't be nearly immune to an incoming elemental damage. Gaias so far, once you know what to do, is extremely easy. If anything the hardest d3 boss is lady because of the precise timing but I assume nobody does it how zwieb intended (attack the person with mark of the vampire 5 times, I'm actually unsure if thats what he wanted but I remember doing lady ONCE in my history of playing like that).

Spice thing sup a bit zwieb, challenge us! Not so much that people rage or new folk have no idea how to play but enough that we don't have certain classes that just don't die.
 
^ this is a fair point. It could just have resistance to magic or something.



That's the thing, they need the nerf, they should be encouraged to use the D3 robes. Currently the only use for those robes is 500 gold and that's a waste of an item. 30% on d3 robes with 15-20% on thaum is fine.
I agree on that. 20% resistance as extra topping to a piece of gear that is already an awesome without the resistance is fine to me.

Having an alternative to steel body for monks that covered resistances would work, but didn't zwieb allow evasion to count for spells as well? So monks essentially have enough resistance with high evasion to outlast pretty much anything. They don't need to be more buff.
Where did you read that? Evasion does not affect spells at all! Even physical spells like hateful strike ignore evasion (despite being affected by armor).

Lets get this straight, nerfing thaum doesn't make all cloth users shit, if anything it promotes a little more challenge to a good boss. Crusaders still manage 95% resistance btw. I strongly suggest you 'cap' resistances at something like 70% zwieb so people aren't immune to damage that seems pointless.
There will not be a resistance cap because that wouldn't make sense to me. Stacking up resistances always comes at a high cost of other stats and thus is a tradeoff. If you can get almost immune to fire, that's fine with me, as that won't help you that much in level 50 content, even if there is a fire based boss, since you'll need to sacrifice 3 full pieces of equipment.
It's not a problem for the Blazing Flame boss, since there is extra HP on the resistance gear and you have no time limit in this fight. However, you can expect a possible upcoming fire-themed boss to be a lot more time-dependant, so that you will really have to think over it wether you want to sacrifice damage for resistance.

I was only joking wowhunter, I know people make use of the spell. Hell, if I spam enough on shade my bishop can go oom, then again I get crazy agro but thats the fun part.
Just because its not that useful now doesn't mean it will never be. Remember that D3 is not even endgame content and that a HUGE amount of content is coming with 1.2. Expect the difficulty level to increase a lot, especially for later boss encounters.
All in all, the average time needed to kill a boss in D4 will be between 5 and 15 minutes. Compared to like 2 minutes and less for Andrazzar.
As there is no natural regeneration of Mana in Gaias, mana management will become more of a challenge in 1.2, as the cooldown for mana potions is 5 minutes.

Things shouldn't be too easy, we should need inspire in certain situations, we shouldn't be nearly immune to an incoming elemental damage. Gaias so far, once you know what to do, is extremely easy. If anything the hardest d3 boss is lady because of the precise timing but I assume nobody does it how zwieb intended (attack the person with mark of the vampire 5 times, I'm actually unsure if thats what he wanted but I remember doing lady ONCE in my history of playing like that).
Remember that D3 is a dungeon designed for gearing up, not for running it with gear. It's not endgame content (well, technically, it is, but just until 1.2 comes). The entry requirement for D3 is basicly "all green gear at level 25-27".
Outgearing and outleveling will always render a challenge trivial - and that's totally fine with me, I have to say.

1.1m will come with four important changes regarding D3 difficulty:
- a change to non-linear bonuses on the CON stat
- an add of resistances to WIS
- a lower level cap, as you can not use questing anymore to bypass the +5 level limitation
- a decreased level for all the higher-level bosses of D3, to disallow for "boss xp farming".

All in all, you can expect the current level cap to be reduced down to level 37 - which might not make a huge difference, but remember that it also takes much longer to reach this level (and that you need to farm the bosses to reach it anyway, which forces you to deal with them at a much lower level at first).

Spice thing sup a bit zwieb, challenge us! Not so much that people rage or new folk have no idea how to play but enough that we don't have certain classes that just don't die.
I won't change the difficulty of D3 aside from those general balancing changes mentioned above - simply because I feel the balancing is pretty well done for D3 at its current state. There will be new challenges as soon as 1.2 comes out. Some of them being comparable in difficulty to D3, some of them being easier (outdoor bosses), but the majority being a lot harder than D3.
 
Level 6
Joined
Nov 3, 2011
Messages
293
Well now that this 1.1m has taken sooooooooo looooonng i dare to ask will there be like some new boss like idk in sewers?
 
Level 13
Joined
Oct 9, 2011
Messages
1,433
I agree on that. 20% resistance as extra topping to a piece of gear that is already an awesome without the resistance is fine to me.

Glad to hear, should make things interesting for future blazing flame runs.

Where did you read that? Evasion does not affect spells at all! Even physical spells like hateful strike ignore evasion (despite being affected by armor).

Hah! My mistake, must have been mixed up with another rpg. Perhaps you should consider that, for physical spells at least.

If that is true, then maybe consider a kind of enlighten body skill, or something, that would help against monsters/bosses that dish out heavy magic damage.

There will not be a resistance cap because that wouldn't make sense to me. Stacking up resistances always comes at a high cost of other stats and thus is a tradeoff. If you can get almost immune to fire, that's fine with me, as that won't help you that much in level 50 content, even if there is a fire based boss, since you'll need to sacrifice 3 full pieces of equipment.
It's not a problem for the Blazing Flame boss, since there is extra HP on the resistance gear and you have no time limit in this fight. However, you can expect a possible upcoming fire-themed boss to be a lot more time-dependant, so that you will really have to think over it wether you want to sacrifice damage for resistance.

It does come at a reasonable cost but even so, the cost is very minor, considering how much hp the armor gives. The only thing the player loses out on is a small amount of damage. The cost is not exponentially high, though I suppose it would become higher with later fire damage sources. I'll hold back any complaints for future discussion. I personally like the idea of capped resistances, as it avoids players being immune, which to me doesn't make sense.

I like the idea of this new boss, spill the beans.


Just because its not that useful now doesn't mean it will never be. Remember that D3 is not even endgame content and that a HUGE amount of content is coming with 1.2. Expect the difficulty level to increase a lot, especially for later boss encounters.
All in all, the average time needed to kill a boss in D4 will be between 5 and 15 minutes. Compared to like 2 minutes and less for Andrazzar.
As there is no natural regeneration of Mana in Gaias, mana management will become more of a challenge in 1.2, as the cooldown for mana potions is 5 minutes.

Oh lol I never thought it wouldn't be useful, it's a fantastic idea for a skill. However it should come with a heavy mana tradeoff for the bard. Having no mana cost on it seems far too easy to abuse. I look forward to seeing its use in future content.

Higher difficulty curves please me, I'm up for a challenge and I'm sure the rest of the community is more than happy to take what you throw at them. Approaching d3 with these new changes you're bringing in might be an entirely different strategy.

Remember that D3 is a dungeon designed for gearing up, not for running it with gear. It's not endgame content (well, technically, it is, but just until 1.2 comes). The entry requirement for D3 is basicly "all green gear at level 25-27".
Outgearing and outleveling will always render a challenge trivial - and that's totally fine with me, I have to say.

1.1m will come with four important changes regarding D3 difficulty:
- a change to non-linear bonuses on the CON stat
- an add of resistances to WIS
- a lower level cap, as you can not use questing anymore to bypass the +5 level limitation
- a decreased level for all the higher-level bosses of D3, to disallow for "boss xp farming".

All in all, you can expect the current level cap to be reduced down to level 37 - which might not make a huge difference, but remember that it also takes much longer to reach this level (and that you need to farm the bosses to reach it anyway, which forces you to deal with them at a much lower level at first).

D3 is manageable with lower leveled characters yes, but I still encourage more difficulty, which it looks like you're bringing to the table anyway so I have no further complaints or suggestions on the matter. I like the list you have there, it should make the post d3/pre d4 content much more fun if it's below 40.

I'll eat my words on this one since I started ranting about something I already knew, I'll avoid complaints about content that is indeed outleveled in the current version.

I am curious though, will d4 be set for level 50, or have a range like 4x - 50.


I won't change the difficulty of D3 aside from those general balancing changes mentioned above - simply because I feel the balancing is pretty well done for D3 at its current state. There will be new challenges as soon as 1.2 comes out. Some of them being comparable in difficulty to D3, some of them being easier (outdoor bosses), but the majority being a lot harder than D3.

I understand what you mean, I'm sure it will work fine with the new changes I'm just concerned about skills being near pointless, but with lower levels and less resistances, maybe I have no need to be worried.

Just try not to let us reach 100% with too much ease, maybe consider how much resistance players will get with just a few points of wisdom and the confidence aura, things become a lot easier very fast.

Tbh I hope most post d3 world bosses are harder than d3, if the curve constantly went upwards that would be great.

Well now that this 1.1m has taken sooooooooo looooonng i dare to ask will there be like some new boss like idk in sewers?

Lastly, to ring this old bell again, I'd still like to see a 1.1m boss. A pre d3 level 30 ogre boss to help gear people and throw in a few new monk and ranger items. It can easily consist of a few currently accessible drops like the Well Crafted Harness, or it could make use of that blue bow recipe nobody ever builds.

The lack of world bosses after Sanev is pretty lame, with all that terrain to use.

Sewers should be used for more as well but that's up to you sir, maybe you'll find more for it in the future.

All in all, loving the progress and information to far zwieb.
 
Oh lol I never thought it wouldn't be useful, it's a fantastic idea for a skill. However it should come with a heavy mana tradeoff for the bard. Having no mana cost on it seems far too easy to abuse. I look forward to seeing its use in future content.
Well, I think it is fine in its current state. The bard is the only "true buffer" class in the game and it sacrifices a lot of damage and utility the assassin provides. Having a cookie-cutter spell on the bard is just fair in my oppinion. How could it be abused? Of course you will use the spell whenever the cooldown is ready. That's the purpose. It basicly disables the need for extensive mana management on casters. Which means you can probably run content with a group that is less "optimized" for the content. Thats fine to me. Also, remember that druids will have a similar spell in 1.2 (well, except that the cooldown is way higher and its AOE).
I think it will perfectly blend into the game for overall a better balance, especially on long fights. And remember that every spell you add to your spellbook means that another spell needs to go for it... so it's always a trade to exchange a spell for something new.
Lastly, to ring this old bell again, I'd still like to see a 1.1m boss. A pre d3 level 30 ogre boss to help gear people and throw in a few new monk and ranger items. It can easily consist of a few currently accessible drops like the Well Crafted Harness, or it could make use of that blue bow recipe nobody ever builds.

The lack of world bosses after Sanev is pretty lame, with all that terrain to use.

Sewers should be used for more as well but that's up to you sir, maybe you'll find more for it in the future.

All in all, loving the progress and information to far zwieb.
Well ... The Shade is a world boss, so I don't see how there is a lack of world boss after Sanev?
But I agree that some more "minor challenges" could be fun.
1.2 will come with a number of new world bosses in the new areas.

Alright... I will add a new boss for 1.1m. But that means more betatesting which will delay the map at least for one week.
 
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Alright... I will add a new boss for 1.1m. But that means more betatesting which will delay the map at least for one week.
My suggestion
Level 30 Ogre Shaman please :thumbs_up:

It could drop some of the missing pieces for new Monks and Druids.

And it should definitely be a blue ogre model, I recall it being able to use hands left/right attachements so it should have a stave attached or something similar.
 
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Well, I think it is fine in its current state. The bard is the only "true buffer" class in the game and it sacrifices a lot of damage and utility the assassin provides. Having a cookie-cutter spell on the bard is just fair in my oppinion. How could it be abused? Of course you will use the spell whenever the cooldown is ready. That's the purpose. It basicly disables the need for extensive mana management on casters. Which means you can probably run content with a group that is less "optimized" for the content. Thats fine to me. Also, remember that druids will have a similar spell in 1.2 (well, except that the cooldown is way higher and its AOE).
I think it will perfectly blend into the game for overall a better balance, especially on long fights. And remember that every spell you add to your spellbook means that another spell needs to go for it... so it's always a trade to exchange a spell for something new.

The damage it sacrifices is quite minor considering its auto attack provides a solid boost, and the auras can help out dps classes dish out more damage so essentially, you can run at about the same speed, if not faster in some situations.


It can be abused in the sense that an ally would never run out of mana in a fight, which seems a bit too user friendly to me. The complete lack of cost on it means the bard can always refresh itself or an ally, provided it reaches cooldown.

Mana management shouldn't be solved completely by one skill. It should at least have some mana cost, but even then, the bard can simply inspire itself lol.

Again though, this is something that can be discussed more in future content.

Well ... The Shade is a world boss, so I don't see how there is a lack of world boss after Sanev?
But I agree that some more "minor challenges" could be fun.
1.2 will come with a number of new world bosses in the new areas.

Alright... I will add a new boss for 1.1m. But that means more betatesting which will delay the map at least for one week.

I know shade is there, but the spacing between them is pretty extreme. I'm glad you've warmed up to the idea.

My suggestion
Level 30 Ogre Shaman please :thumbs_up:

It could drop some of the missing pieces for new Monks and Druids.

And it should definitely be a blue ogre model, I recall it being able to use hands left/right attachements so it should have a stave attached or something similar.

I agree with this, making use of the ogre shaman model. If you can manage a dual boss that would be great, if not, maybe a shaman that can buff 2 allied normal ogres in combat. It would be nice to have a melee/magic ogre mix though.

A new quiver for rangers wouldn't hurt either.
 
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Could give inspire a short cooldown, mana cost, but leave a debuff on the target like divine shield for the original cooldown, so you cna use on multiple allies, but not keep stacking on just one.
 
Level 19
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Messages
1,527
just add the ogre shaman as a boss with a really powerful purge, bloodlust and fire shield, then add 2 normal ogres with some extra hp.


an easy and effective boss fight which would also be really fun to battle against.

also make it so every 30 or so seconds if boss hasn't died a new ogre appears that way he won't become unneffective if the others die.


i recall this being an easy to make boss, purge is already in war3, blood lust is also there, fire shield is ogre mage's spell , and the spawn for ogre could use a similar trigger to the one used for zombies in andrazzar.
 
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