isnt he tanky enough? he has heavy armor and can wear a shield. he also got a talent tree that makes him even more tanky. he needs those damage abilities, otherwise he wouldnt be able to hold aggro.
Damage spells ?

isnt he tanky enough? he has heavy armor and can wear a shield. he also got a talent tree that makes him even more tanky. he needs those damage abilities, otherwise he wouldnt be able to hold aggro.
Damage spells ?his "damage" spells depend on his spellpower , so if you build him full intelligence that might work , but he will lack alot from his strength and therefore will lack in attack damage and spells like revenge and hateful strike will be nullified because they depend on his AP . And if you balance him between both , then imo it just wont be worth it because he would average rather than having something extreme and special in him.
I'm not sure what you mean by this.And if you balance him between both , then imo it just wont be worth it because he would average rather than having something extreme and special in him.
I guess you should take a better look at the skill "Celestial Zeal". It compensates the problems that you are mentioning here.
You do realize that Celestial Zeal has a strength penalty , and actually emphasizes what im saying that he always lacks in something important.
and i mean by saying " And if you balance him between both , then imo it just wont be worth it because he would average rather than having something extreme and special in him. " that if u build him half intel half strength , then i don't think his potential power as a class would level with the other classes .
i just think that he needs a general buff on his spells .
As you guys probably know, the skill system is kind of a one-trick pony and imho does not do what it is supposed to.
To change that, the current skills will be replaced by these:
Power: Increases attack power and spell power by 1% per point.
Reflexes: Increase attack speed by 1.5% and spell haste by 1 per point.
Luck: Increases crit chance by 1% and crit damage by 2% per point.
Stamina: Increases maximum health by 1.5% per point. Increases Evasion by 0.5% per point.
Spirit: Increases all resistances by 1% per point. Increases all attributes by 0.75% per point.
This should balannce out how str and intelligence are weighted, and making it so you can go 2 paths, a more crowd control AoE tank with using the intelligence path, or more of a boss tank using the str path.Shield Throw
Throws the shield at the target for Spellpower x 1.5 magic damage. Hits two more targets for half damage before returning to the caster. Creates a high amount of threat. Can only be used with a shield equipped.
Cooldown: 12 seconds.
Cast Time: 1.5 seconds.
Mana Cost: 4
Unyielding Zeal
increases Attackpower by Strength x 0.25 and increases threat generated by 'Pummel' by 60%. Can not be used when 'Celestial Zeal' is active.
Cooldown: 5 seconds.
Cast Time: toggle.
Mana Cost: none.
Pummel
Hits the target for Attackpower x 1.5 physical damage and debuffs the target with 'Shattered Defense', increasing all physical damage taken by 2%. Lasts 15 seconds. Stacks up to 5 times. Each applied stack resets duration.
Cooldown: 8 seconds.
Cast Time: instant.
Mana Cost: 3 balancing out str and int based spells that help you gain aggro, with 3 each.
celestials zeal gives him a penalty in strength, but also gives him extra magic damage per hit, so his attacks should do almost the same damage.
About the idea buffing his armor and hp through abilities..... He gets a self heal spell, which can almost be considered a health buff, he gets the second highest armor in the game, only behind a specifically/shitty build monk, and I can personally vouch, that gear will be an easy compensation for not having an ability to increase armor/health, he already has more than enough of both, more than enough to be near unkillable if your healer isn't half brain dead, and I personally believe that Crusader shouldnt get so overly tanky to the point that you can ignore the mechanics, and a small increase in armor or health that wont make him overly tank in my opinion would have to be pretty small that it would be pointless.
the point of the spell is to have an int crusader that is still able to deal decent damage with his attacks.Then whats the point of the spell ? if he gets a mere extra magic damage if at all .
First of all Zerk is dps class so he's meant to do big dmg. Moreover to make good dmg on Zerk in 1.2A u need to play with 2h weapon, this build will stop u at ~56 armor while Crus has ~78 and can heal himself for ~500 every 9 sec. That's big difference for meA berserker can have almost the same amount of armor but berserker has the upper hand in damage ....
Also, remember that wearing a shield yields a flat 20% absorb for all frontal attacks; this absorb is applied before the armor point based reduction, so it results in an even higher mitigation than just 20% more armor.First of all Zerk is dps class so he's meant to do big dmg. Moreover to make good dmg on Zerk in 1.2A u need to play with 2h weapon, this build will stop u at ~56 armor while Crus has ~78 and can heal himself for ~500 every 9 sec. That's big difference for me![]()
I dont necessarily agree with the holy trinity thing. I think of the tank//DD//healer split as a generally a good idea to make a game more tactical. I tried to make it a bit more complex by adding true support classes to the game but it still is the trinity system at the core. And imho thats not a bad thing as it makes class choices matter more.
On topic: i think i will go for the selectable skin idea temporary for the next update and not remove the armor models... for now. I figured i waste too much time on this texture making and want to work on content again for a change. I bet you guys agree on this. So the next mini update will have 2-3 selectable skins per base class, the hair color thing and the much needed bugfixes. I will make more textures later...
thanks btwi dont remember for the past, but nowadays i tend to like your comments![]()
i agree with thatI think we can all agree that we prefer gameplay over skins![]()
So do I, but you know, I like to try something new from time to time.I think we can all agree that we prefer gameplay over skins![]()
That won't be enough, unfortunately. I need at least one skin for every base class or it would look totally lame.Just add those skins that u have made, for now![]()
I haven't even started coding...Not to complain or anything but do you have any idea when you might finish the update Zweibelchen ?
Which reminds me to ask for a community oppinion on this: would you prefer hair color / skins to be selectable on hero creation or do you want a barber/outfitter NPC (that also includes the different skin textures if I go for an approach that isn't tied to equipment)?
I'm also thinking about adding a toggle option to hide headgears/cloaks. This could also be added to the outfitter npc.
Also, do you want me to limit the colorsets to those that look good quality-wise or do you want all 16 colors selectable (including ugly teal, pink & green tones)?
Once 1.2A(9) is released, which includes fixes to all bugs I collected over the past months, I will immediately start coding the new bosses, to provide you with a beta release build that contains all new bosses for balance adjustments (but no quests, trash or loot).
So stay tuned, the drought period is almost over!
- Bladedancer Backstab talent fixed
- Healing salve/boar net fixed
- Gladiator's Helm stat inconsistency
- Horn of Insight tooltip inconsistency
- Pet attack command now also grants 0 aggro to all surrounding mobs; this should fix the "problem" that only the directly targeted enemy attacks the pet and all other go for the owner of the pet
- pets now take full damage from deadly boss spells when first-in-aggro (to prevent pets/mercs tanking such bosses ez-mode)
- Shield of Chivalry tooltip inconsistency
- Multishot AoE damage fixed on outer max range
- Golem spawns now won't spawn directly on top of each other, making them easier to click
- Shroud of Faithful tooltip issue
- Fixed a small mistake in the quest plant tooltip
- Orc Skull model fixed
- 20% mana reduction talent for heal and flash heal fixed
- 20% cd reduction talent for backstab and bladefury fixed
- attack speed is now granted via the same formula as spell haste through agi, for balancing reasons; low level characters now profit more from AGI, whereas high level characters won't attack absurdly fast anymore
- all chat commands can now be accessed through the heroes' command card (pet behaviour, music, pvp commands, rolling on items, etc.)
- Detonating bones will no longer completely destroy skeletons, but instead just damage them
- fixed -30% threat skill from mind breaker
- respawn mechanic changed: after the respawn timer has finished, you now actively need to confirm the respawn (at the usual 20% gold loss) or just wait for manual ressurection
- Parry skill changed to give a slightly higher chance to procc, but absorb 60% of incoming damage instead of the flat point absorb
- Skills changed to grant secondary stats as shown in the TO instead of primary stats
- Respawn timer for level 10 characters or lower is now only 30 seconds instead of 60 seconds
- Outfitter NPC added to all major towns that allows changing hair color and switching off headgear and cloak attachment models
Zwieb can u give mail items block or parry chance instead of evasion, cuz big full armored guy evading attacks as agile monk or assassin looks weird :v
That imho is a terrible idea, as it messes up the whole balancing. Also, it heavily favours classes with a lot of "white" damage.i have 1 idea... nerf the skills and make to u can buy upgrade skills
Magician
fireball from (2.5 spell power)..--> 1.75 spell power --> upgrade 2.5x
frost cage from 20 sec ---> 10sec + 0.10 spell power every sec --> 15sec + 0.20 spell power every sec
magic missile from 5 missile 0.7 sp ---> 3 + 0.5 sp --->Up 6 + 0.6 sp
despell from 0 cd ----> 10 cd --> Up 5 cd
Water globes from 4x sp ---> 2globes + 1.5x sp every globe --> Up 4 globes +
1.25x sp every globe
Fire shield from 60 sec cd and 0.15x sp --> 60 sec 0.10x sp ---> Up 45sec 0.20x sp
Meteor strike from 2x sp from hit by meteor and 2.5x sp --> 1.75x sp + 1 sec stun if take hit from meteor and 1.5x sp ---> Up 2.5x + 1.5 sec stun if take hit from meteor and 2x sp
Cleric
Soul strike from 3x sp ---> 2x sp ---> Up 3x sp
Heal from 5x sp ---> 2x sp ----> 4x sp
Crippling Curse from 7x ----> 0.30x sp every sec ----> Up 0.50x sp every sec
Ressurection from 0 cd ----> 60 sec cd ----> Up 30 sec cd
Symbol of fury from duraction 45sec + 15% As ---> 30sec dur + 10% As + 10%SH ----> Up 30 sec dur 20% As + 20% SH
Burst of light from 7x -----> 4x sp ---> Up 7x sp
Confidence from 15% Resists and 3% evasion ---> 10% resists + 0.5 hp/s (evasion remove) ----> 15% resists 0.75 hp/s
Ranger
Flaming Arrow from 2x Ap and 1ap ----> 1x Ap and 0.1x ap every sec --->Up 2x ap and 0.2x ap every sec
Claw strike from 10 sec cd and 2x pap ----> 10 sec and 1x ap ---->Up 5 sec and 2x ap
Ensnare from 10 sec dur---> 5 sec + 10% bonus ap to ensnare target ----> Up 10 sec + 15% bonus ap to ensnare target
Remedy from 7x sp ----> 3x sp ---> Up 6x sp
Felines reflexes from 150% as and ms 50% and 50% sh ---> 50% as 25% ms and sh ---> Up 100% as and 40% ms and sh
Barded arrow from 4x ap ---> 2x ap ----> Up 4x ap
Thief
Stealth from double damage from behind ---> 75% bonus damage from behind ---> Up 125% bonus damage from behind
Backstab from 0.7x ap and dd from stealth ----> 0.6x ap + 50% from stealth----> Up 0.9x ap + 100% from stealth
Steal from 60 cd and low change item ----> 60 sec and 15% change for item---> Up 45 sec and 30% change for item
Embrittling Acid from 0.33x lvl reduse armor ---> 0.2x ap reduse armor --->Up 0.4x ap reduse armor
Dazing Trap from 20 sec ----> 15 sec and 1h hit 25% bonus damage --->Up 20 sec and 1h hit 50% bonus damage
Blurred Motions from 30% reduse threat ---> 20% + gain 10 ap for 5 sec ---> 30% reduse threat gain 20 ap for 5 sec
Sweeping Blades from 90 sec cd ----> 90 cd and every hit take half threat --->Up 60 cd and every hit take half threat
Square
Taunt from 4 sec dur ---> 3 sec and gain 5 armor -----> Up 5 sec and gain 10 armor
Hateful Strike from 1.5x ap 1 sec stun ---> 1x ap + 0.75 stun --->Up 2x ap and 1 sec stun
Gaping Wounds from 0.5x ap ---> 0.25x ap every sec ----> Up 0.5x ap every sec
Shield Slam from 2x str ---> 2x sp ---> Up 4x sp
Heroric Presence from 20% threat ---> 15% threat + 0.1x sp reflect dmg and -10 armor ---> 25% threat +0.2x sp reflect dmg and -10 armor
Revenge from 5x ap ---> 3x ap ---> Up 5x ap
Parry from 10% block change ---> 5% block change + 5% increase threat every block --->Up 10% block change + 10% increase threat
thats is my idea u like my idea but some things its impossible![]()
yeah and it was annoyingAnd even WoW got rid of the upgradable spells at some point, because it's literally just an additional one-shot gold sink.
Are we gonna see a change in the max level ? like an increase to 60 , 70 ?
hey Zwieb, the new skills are cool. However i dont see the need why the value of each skill should be the same for each class. Cant u make the values different for each class? it would be easier to balance if they are different for each class. Then you can adjust the values depending on how players build their characters. Some skills just dont get alot of points, and some are always with high points. So in those cases, u will nerf the skills always taken, and buff the skills not taken. You can do this easily if each class has his own value for the skills.
The whole skill system is getting overhauled anyway. It should now be much more diversified in how people would like to build their characters.
Well Berserker is not supposed to be the main tank, even utilizing its 1h path, its only supposed to be an off-tank, so its NOT supposed to out aggro the Crusader build you mentioned, its supposed to take the back seat and just dps
Well Berserker is not supposed to be the main tank, even utilizing its 1h path