Zwiebelchen
Hosted Project GR
- Joined
- Sep 17, 2009
- Messages
- 7,234
Hmm... where would be the surprise if I tell you everything before the update comes out? ;Dwe still haven't seen those remaining Berserker talents good sir.
Hmm... where would be the surprise if I tell you everything before the update comes out? ;Dwe still haven't seen those remaining Berserker talents good sir.
What happen if 150/150 :?
The boss won't be in 1.1m, but will come with a later 1.1n update which will bring two other new features I didn't want 1.1m to delay for as they are entirely cosmetical.Zwieb will start on mercs, then on the 1.1m boss
RIGHT ZWIEB?
Remember that a lot of stuff was changed since 1.1L(3), including balancing of a lot of monk specific skills. I think Monk performance will be satisfying with all the new talents and skill changes even without Divine Protection.wait what? aren't the talents supposed to also make passives like eagle's eye more powerful?
also divine protection being only for bishops, i really hope you find a way to make a tanky ability better than divine protection for monks, because even with it monks aren't as good as crusaders in tanking.
Yes ... but since those skills are passives anyway, its no real loss.this skills wont be replaced? they will be removed??? T.T
Those skills will be purchasable in Mytargas as new advanced skills for bishops and berserkers. The other advanced classes will also get one new skill of the 1.2 portfolio available.and demorilizing shout?
I don't think Crusaders will get any problems without demo shout.Although, group tanking, which crusader seems to be, will be harder without demo shout. Or is that meant to be the point?
note that all this is highly WIP and might be subject of change when I start coding them.Necromancer:
Black Magic (A0AZ):
1: Increases spell power by 5%.
2: Skeletons and Skeleton Mages can be summoned without a corpse nearby.
3: 'Fire Shield' also increases all resistances of the target by 10%
4: Skeletons and Skeleton Mage minions have a 15% improved chance to score a critical hit.
5: Allows Skeletons to use the 'Bash' ability.
Elemental Magic (A0B0):
1: Maximum Mana increased by 10%
2: Increases the duration of 'Frost Cage' by 10 seconds
3: Reduces casting time of 'Fireball' by 0.5 seconds
4: Increases chance to score a critical hit with fire and shadow spells by 15%
5: Enchants the weapons of all skeleton minions with fire, adding 15% of damage dealt as fire damage to their attacks
Blood Magic (A0B1):
1: Maximum life increased by 15%
2: Increases spell haste by 10%
3: Increases armor reduction of 'Detonating Bones' by 20%
4: Whenever a skeleton minion dies, there is a 50% chance the skeleton will be reanimated with full Mana and 35% of maximum life.
5: 'Curse of the Vampire' also recovers Mana to all allies around (3% of damage dealt)
Hunter:
Archery (A0B2):
1: Increases attack speed by 5%.
2: Increases duration of 'Flaming Arrow' by 6 seconds.
3: Attacks ignore enemy evasion.
4: Increases chance to score a critical hit by 15%.
5: 5% chance to reset all cooldowns when dealing damage with standard attacks [effect can only occur once every 30 seconds].
Pathfinding (A0B3):
1: Increases all resistances by 5%.
2: Increases duration of 'Ensnare' by 6 seconds.
3: Each point of Agility also adds 0.5 to armor penetration.
4: Cooldown of 'Multishot' and 'Magic Arrow' reduced by 25%.
5: Critical strikes will poison the target, reducing spell haste, movement and attack speed by 10% for 6 seconds.
Animal Bonds (A0B4):
1: Increases attack speed of the Servant of Nature by 10%.
2: All threat generated by damage is reduced by 20%.
3: Servant of Nature becomes immune to critical hits.
4: Cooldown of 'Claw Strike' and 'Beast Fury' reduced by 25%
5: 'Claw Strike' deals damage in a small area of effect.
Druid:
Preservation (A0B5):
1: Maximum Mana increased by 10%.
2: Increases spell haste by 10%.
3: Increases range of 'Remedy' by 50%.
4: Cooldown of 'Nature's Blessing' reduced by 25%.
5: When using healing spells on other targets, the caster is also healed by 50% of the healed amount.
Avenger (A0B6):
1: Increases chance to score a critical hit by 5%.
2: Increases armor penetration by 25%.
3: Each point of intelligence also adds 0.2 poison damage to the standard attack.
4: Cooldown of 'Barbed Arrow' and 'Flaming Arrow' reduced by 25%.
5: Allows to summon both Efreet and Servant of Nature at the same time.
Growth (A0B7):
1: Maximum Mana of spirits increased by 15%
2: Increases spell power by 10%.
3: Increases duration of 'Feline Reflexes' by 5 seconds.
4: Increases spell haste of spirits by 30%.
5: Allows to summon both Efreet and Dryad at the same time.
Assassin:
Dueling (A0B8):
1: Increases stun duration of 'Backstab' by 1 second.
2: Increases chance to score a critical hit by 10%.
3: Critical damage factor increased by 50%.
4: Movement speed increased by 15%.
5: 3% chance to reset all cooldowns when dealing damage with standard attacks [effect can only occur once every 30 seconds].
Ambush (A0B9):
1: Increases attack power by 5%.
2: Removes movement speed penalty when stealthed.
3: Increases duration of 'Sweeping Blades' by 10 seconds.
4: Cooldown of 'Backstab' and 'Bladefury' reduced by 25%.
5: Attacks from behind the target will ignore armor.
Perfidious Tricks (A0BA):
1: Increases attack speed by 5%.
2: 'Backstab' also interrupts the target.
3: 'Embrittling Acid' also reduces all resistances of the target by 10%.
4: Increases damage dealt when attacking targets from behind by 10%.
5: When receiving an otherwise deadly blow, the assassin will avoid all incoming damage for 2 seconds [effect can only occur once every 30 seconds].
Bard:
Lorekeeper (A0BB):
1: Attack speed increased by 5%.
2: 'Song of Peace' reduces threat generated by additional 5%.
3: Increases armor reduction of 'Embrittling Acid' by 15%.
4: 'Song of Vigor' strength bonus increased by 30%.
5: When a unit is being killed, there is a 35% chance to get a second roll on the droptable.
Minstrel (A0BC):
1: Maximum Mana increased by 10%.
2: 'Inspire' Cooldown reduced by 25%.
3: 'Song of Peace' also increases spell haste of the target by 5%.
4: 'Song of Elements' also increases resistances against fire, water and lightning damage by 10%.
5: Allows for one additional song to be active on the same target.
Bladedancer (A0BD):
1: Movement speed increased by 5%.
2: Critical damage factor increased by 30%.
3: Cooldown of 'Backstab' and 'Sweeping Blades' reduced by 25%.
4: 25% chance on attack to deal 20% of attack power as lightning damage.
5: When the bard is not the current main target of an attacked enemy, there is a 5% chance to enter stealth mode [effect can only occur once every 30 seconds].
I don't know. Some of the talents are pretty easy to make, some take long, and I'm a little bit busy until the 27th of december. But I think you can expect the release before the end of 2012.so when it will be ready?
I don't think Crusaders will get any problems without demo shout.
I think this is a subject of testing. Remember that the amount of threat Demoralizing Shout produced was extremely low (less than a single auto attack) and when the Crusader is the one pulling, the mobs will all go for him anyway at first.This is extremely wrong Zwieb, demoralizing shout is a core skill, probably the most valuable skill a squire can possess when becoming a Crusader. It manages waves, without it, that shit will go everywhere. People will be forced to either have berzerker tanks or crusaders with crucify, otherwise shits going to go sideways. Tanks that don't use demo get people killed man. It's a core skill in any group initiation process throughout the game, tanks need an aoe taunt to focus agro before the dps classes get fucked.
Just my input on the matter but I strongly suggest leaving demoralizing shout where it is. It has a massive effect on gameplay. I'm fine seeing how things work without it I'm just against the overall decision.
It's not really a must have talent. Remember that it only works in 1 out of 3 bosskills. It really depends on how you want your experience. The other two builds clearly have more bang for your buck in terms of combat use - so basicly you can decide between easier bossfights and more valuable bossfights.Edit: Looking over the talents, they seem awesome, a bit too awesome but it will be fun to trial them out properly come 1.2. I suggest removing a chance to get another item from the drop table, if that's what that talent means. Something that good discourages the use of other builds completely. Having single drops is reall fine, we should all just deal with that and not have crazy shit affect drops.
Other than that, shit looks crazy, hope you had a good Christmas Zwieb, looking forward as always etc etc
S0ul, I think your bard will be wanted..... a lot....
I'm always wanted I'm like the coolest mother fucker alive /awesome
I think this is a subject of testing. Remember that the amount of threat Demoralizing Shout produced was extremely low (less than a single auto attack) and when the Crusader is the one pulling, the mobs will all go for him anyway at first.
I think it spices up the tanking of Crusaders a little bit, as I felt it was too easy anyway, especially in D3, where crucify was basicly fire-and-forget-aggro.
It's not really a must have talent. Remember that it only works in 1 out of 3 bosskills. It really depends on how you want your experience. The other two builds clearly have more bang for your buck in terms of combat use - so basicly you can decide between easier bossfights and more valuable bossfights.
Let's see what happens. If Lorekeepers get far more popular than the other two builds, I might replace the talent at some point.
I mean you could say that of Steal aswell. Although steal significantly increases the amount of drops, not everyone plays a thief (in fact, I would say its the least played class atm).
what is an 'Efreet' i know its the Druid's second summoning but what does it do? ^^
ahh thanks guys ^^ Loving the Talent system! Now hopefully at endgame we'll have alot of different builds for every class.
Yes, this is the first step. The second will be when Zwieb will add a big variety of endgear.
I understand your concern, but this is basicly what the talents are there for, encourage players to play different builds.-The talents are quite impressive so far. However, I think some level of the talents should'nt only improve one spell because it will make classes who are taking same talent choose same/similar skills as well.
Well, i just know about that. I thought we can only choose 1 out of 3 talents.. Remember that you are not limited to go straight to 5 in one talent. You can also put a 3/3/0 or a 2/4/0.