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

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hey what you thinked about "the hobbit" the movie?

Ironically I'll be the one to say this but we should probably all get back on topic rather than add any more spam. If you'd like to discuss the movie perhaps make a separate thread.
 
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I never knew implementing code to a fridge was the first step in making new content for gaias, now that's creative!
 
Can we have a list of the finished talents for Crusader? :)
Sure you can.

Heres the completed talents of the Crusader and the 2 finished of 3 talent lines of the Berserker class.
 

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Level 13
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Sure you can.

Heres the completed talents of the Crusader and the 2 finished of 3 talent lines of the Berserker class.

Fantastic ideas zwieb, not one complaint comes to mind, at least until we can test them, they do look extremely beneficial, perhaps too much so.

Something I wanted to add on before, could you add agro to taunt? I've always seen it as kind of pointless to taunt an enemy then have it resign it's agro as if nothing ever happened. It doesn't need to be a large gain just a small buff so when players taunt a unit off a healer, if the healer avoids attacking/generating agro on the unit, it stays off.
 
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I agree some of the talents seem like they may be TOO powerful, but I guess in the end you won't be able to get ALL of them only a select few and that really makes customization more important. Building the type of hero you choose to make. You can have two crusaders fulfilling way different types of classes. and I like that aspect. I guess it all comes down to testing. I can't wait to see them in action.
 
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Crusader -> Virtue -> Level 1: 'Parry' Chance to reduce damage increased by 5%.
hmmm i dont understand what exactle this means.

Berserker -> Valor -> Level 4: 50% reduced mana cost of all abilities.
berserker's mana is for than enough for his two skills which require mana. isnt this ability kind of useless? or you added mana cost to more skills?

Berserker -> Fury -> Level 2: Every tick of 'Gaping Wounds' replenishes 1 mana.
same here with mana.....
 
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Crusader -> Virtue -> Level 1: 'Parry' Chance to reduce damage increased by 5%.
hmmm i dont understand what exactle this means.

Berserker -> Valor -> Level 4: 50% reduced mana cost of all abilities.
berserker's mana is for than enough for his two skills which require mana. isnt this ability kind of useless? or you added mana cost to more skills?

Berserker -> Fury -> Level 2: Every tick of 'Gaping Wounds' replenishes 1 mana.
same here with mana.....

Parry is a Squire skill, it basically means it would now have, I assume, a 15% chance to block up to 125 incoming physical damage.


doubtfuls point about mana here is true, since only Zerker skills require mana. However, something we should all keep in mind is that upcoming skills will more than likely have mana costs, however only Zwieb can confirm that.

Regardless, as mana is viewed as a resource, perhaps some of the Squire skills should now have mana costs, such as Gaping Wounds, Revenge or toggling Heroic Presence which although useless now might prove tactical in later boss fights. Really all skills might work with low 1-4 mana costs but it all comes down to Zweibs opinion and testing.
 
Parry is a Squire skill, it basically means it would now have, I assume, a 15% chance to block up to 125 incoming physical damage.


doubtfuls point about mana here is true, since only Zerker skills require mana. However, something we should all keep in mind is that upcoming skills will more than likely have mana costs, however only Zwieb can confirm that.

Regardless, as mana is viewed as a resource, perhaps some of the Squire skills should now have mana costs, such as Gaping Wounds, Revenge or toggling Heroic Presence which although useless now might prove tactical in later boss fights. Really all skills might work with low 1-4 mana costs but it all comes down to Zweibs opinion and testing.
The cost of berserker rage was reduced to 10, whereas the cost of heavens edge was increased to 5. 1.2 will also come with another spell that costs mana. The talent is not that useful yet, but definitely will be in 1.2 when 'Lightning Blade' becomes available.
 
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Why zweib why, you make me want to play zerker again, wasnt planning to till now. O well........ seriously, I was only planning Druid, sader, bish, sorc, and maybe sin.
 
I will probably nerf the Gaping Wounds proc on the Fury talents. Seems it adds way too much damage to the build. Probably like a 50% chance on crit, not a 100%. Or a flat chance to proc, not bound to crits. On my test Zerker, it proccs like shit. Other than that, the balancing looks pretty decent so far. But I think the true balance check comes with the players; all I can do now is making assumptions.
 
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I will probably nerf the Gaping Wounds proc on the Fury talents. Seems it adds way too much damage to the build. Probably like a 50% chance on crit, not a 100%. Or a flat chance to proc, not bound to crits. On my test Zerker, it proccs like shit. Other than that, the balancing looks pretty decent so far. But I think the true balance check comes with the players; all I can do now is making assumptions.

i think it makes more sense to keep it 100% chance. but reduce the damage like 25% or 30% or 50% or as much as you think is proper.
 
Damn zwieb u made all 3 crusader trees so appealing its insane, just to clarify whats the max ammount of talent points available endgame?
You will gain one talent point each 4 levels starting from level 30.
That makes the total number of talent points 6 at level 50.
 
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If I remember right, in 1.1m, we can use our codes for gold and mana crystals? So if we load our codes, we dont get the char and we dont get the items, but we can load the gold/mana crystals we had?
Not sure if I'm right, but I'm asking just to be sure if it's right or wrong. :)
 
If I remember right, in 1.1m, we can use our codes for gold and mana crystals? So if we load our codes, we dont get the char and we dont get the items, but we can load the gold/mana crystals we had?
Not sure if I'm right, but I'm asking just to be sure if it's right or wrong. :)
No you can't. I replaced the whole save/load system entirely so this is not possible.

I got no internetz during the next 3 days. Means loads of time to code talents and stuff... Let's see wether I can give you a christmas present.

Until then, I wish you all a merry christmas!
 
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Hope the world don't end... wanna play Gaias again xD (naa I'm kidding about this world ending thing haha) can't wait to see the Druid and Necro talents. Merry Christmas to all of you as well ^^
 
Some more talents:
MONK:

Martial Arts (A0AT):
1: Increases duration of 'Divine Fist' by 2 seconds
2: 'Symbol of Fury' duration increased by 15 seconds
3: Chance to score a critical hit increased by 15%
4: attacks against targets debuffed with 'Crippling Curse' ignore armor
5: 'Divine Fist' finishing attack deals splash damage in small radius.

Peace of Mind (A0AU):
1: Increases attack speed by 5%
2: evasion also affects attacks from behind
3: 'Body and Mind' chance to trigger increased by 3%
4: 5% chance on attack to debuff the target with 'Crippling Curse'
5: 'Steel Body' spell restrictions removed

Endurance (A0AV):
1: armor increased by 10%
2: Increases threat generated by 10% when 'Steel Body' is active
3: 'Stone Skin' Cooldown reduced by 50%
4: Evasion also affects physical damage caused by abilities [does not protect from debuffs or special effects].
5: immunity to critical hits


Sorcerer:

Conjuration (A0AW):
1: 'Fireball' area of effect increased by 20%
2: Cooldown of 'Frost Cage' reduced by 30%
3: Chance to score a critical hit with fire and water spells increased by 10%
4: 'Water Ball' reduces the spell haste of 'soaked' targets by 10%
5: 'Meteor Strike' summons multiple boulders, spreading the area of effect over a wide area

Invocation (A0AX):
1: Maximum Mana increased by 10%
2: Cooldown of 'Magic Missile' reduced by 25%
3: Critical hits with spells generate 50% less threat
4: Increases chance to score a critical hit with lightning or magic spells by 15%.
5: When scoring a critical hit with 'Lightning Charge', the lightning will strike one additional target nearby

Enchanting (A0AY):
1: Spell power increased by 5%
2: Replenishes 1 Mana when scoring a critical hit with spells.
3: 'Fire Shield' also increases armor of the target by 20%.
4: Increases spell haste by 10%.
5: Duration of 'Summon Water Elemental' increased by 40 seconds.
 
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Removing the Steel body restrictions seems a bit op but we'll see how it runs. Was hoping to see a resistance tree for the monk, something to encourage wisdom maybe.

Definitely looking forward to seeing that new Meteor Strike. Not too fond of that extra lightning target, just seems like a boring 5th tier bonus.

Other than that, they all look quite interesting. The enchanting tree could indeed bring a whole new set of builds to Sorcerers.

Great work zwieb. Remember that boss!
 
Definitely looking forward to seeing that new Meteor Strike. Not too fond of that extra lightning target, just seems like a boring 5th tier bonus.
Boring maybe, but definitely not useless - remember that meteor is a high cd spell, whereas lightning charge is spamable. I think in terms of dps, the Invocation talents are superior to Conjuration, whereas Conjuration is better in AoE dps.

Enchanting is kind of a utility talents, improving and adding support aspects to sorcerers.
 
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Boring maybe, but definitely not useless - remember that meteor is a high cd spell, whereas lightning charge is spamable. I think in terms of dps, the Invocation talents are superior to Conjuration, whereas Conjuration is better in AoE dps.

Enchanting is kind of a utility talents, improving and adding support aspects to sorcerers.

Well yeah I saw that, each fills a certain roll extremely well that's what I like about your designs for talents, but why not have the 5th tier Invocation benefit more single target dps rather than allow an extra target in a situation where there may be none.
 
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I think its perfectly fine since its gonna require a near max level monk, and they don't get very much sp anyways. The talent that removes restrictions on monks steel body.
 
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