biobaba";p="374881" wrote:
Monk is really a fun char to play with... some meele and some spells.. I havent really figure out how am I suppose to distribute my attribute points yet.. but for sure some points into energy is needed
Haven't had the chance to run one through the game yet, but at least the design suggests that you distribute the points roughly even between the stats. I
think he wouldn't be able to survive with spellcasting only, and he wouldn't be able to survive with melee only.
biobaba";p="374881" wrote:
Belail looks really cool... I really like the transparent hue on him
Thanks
biobaba";p="374881" wrote:
it seems like there are too many fire based skills for monk.. I am concerning at higher levels the encounter of fire immune monsters would make things really tough...but I suppose it MIGHT be ok because the monk has a really cheap and strong "multiple kick" for level 30
Yes, his spells are mainly fire, but you do get powerfull magic spells (Blood Star, Bone Spirit) and you're capable of melee too
biobaba";p="374881" wrote:
I thought Apocalypse deals physical damage? or it would make the skill too over powered
No, it's fire.
biobaba";p="374881" wrote:
I think I might start to play blood mage soon since without +damage magical staff things are getting harder and harder for my Monk now
Just make sure you
don't save and exit when you die. Retrieve your corpse first. I don't know what OS you're running and I'm still uncertain exactly when and on what OS the Blood Wizard bugs
RoyalFlush";p="374894" wrote:
- is it completly random, which skill book you get through crafting? Right now i get in 80% the Holy Aura-Skill for my monk (rest is usually the Snake skill). Is it possible to distribute the skills more evenly between the three trees? I'm more into fighting than casting so a few combat skills would be nice
It's random, but according to your character level. Meaning if you're level 4, you'll get a level 1 book. Which of the 3 level 1 skills it will be is completely random.
RoyalFlush";p="374894" wrote:
- the rogue merc seems a bit overpowered (noticed this already during the beta). She almost single-shots any enemy (well, at least in the early stages). This is not so bad, but i consider her the support, while i kill the foes, not vice versa.
Yes, but hirelings in the mod are very hard to balance. The system wasn't designed for this difficulty curve. During last Beta, people were complaining they were too weak, now they are too strong (and I'm certain they will become too weak again at a certain point). I have stated more than once that if I could remove the hirelings altogether, I would have done it years ago.
RoyalFlush";p="374894" wrote:
- are you going to implement the original voice files for the townpeople? It would greatly contribute to immersion, when you hear the original voices when you get a quest or just gossip.
No, because almost all speeches have a change or two, there are almost none of them that are true to the original. Besides, what to do with the rest of the NPCs that aren't available in D1?
Krabator";p="374895" wrote:
1 - The merc are not evoluating with you and are overpowered :
I was 20 and my act1 merc 12 at the end of act1... then i have take a merc 20 of act2 for improve the fight ability of my support...
And now he kills every mobs... i don't kill nothing even with my unique bow (with splash fire dmg)
Check my reply to RoyalFlush regarding mercenaries.
Krabator";p="374895" wrote:
2 - The (auto)map of Hive level is ugly... maybe you have worked very hard on it... but it's a pain to play in this level :s (after, it's a personnal point of view maybe the others like it)
Let me be clear on this one - the automaps are the last thing I'm going to get involved into, and that's only if it matters enough, like when the catacombs didn't show the warps on the automap. Ugly or not, the automap of the Hive does its job, so just leave it be