[quote=Doabli";p="366430"]Laz : I'm curious why Unholy Armor has such a high duration. IMO it is the reason why chars just don't bother playing minions, being invulnerable 75% all the time is just plain easier to survive.[/quote]
I've increased the timer to 30 seconds in 1.57, but increased the hard duration cap, leaving more room for +% buff duration. This'll make people work for their invulnerability.
[quote=Doabli";p="366430"]I believe Act5's Enslaved monsters don't heal when they run away.[/quote]
Enslaved... the toads? Rust monsters? I'll look into it.
[quote=Doabli";p="366430"]And the knights monsters (reanimated horde) don't benefit from charm commands (I know they already have an aura, but it's annoying when you charm them because they can't kill anything).[/quote]
It is because of the aura. Anything with an innate aura cannot receive pet commands. Lorewise, if they already know how to project an aura, it makes them less susceptible to enemy attempts to do the same. Or something. That said, I suspect Knights of Famine may be a wee bit too strong if commands worked on them, due to that chance to cast full heal on striking.
[quote=Doabli";p="366430"]Small request : can you consider making the mosquitoes monsters a little weaker ?
They are quick, agressive, and deal horrible damage. May be my char is just a little weak.[/quote]
Is it their physical damage, poison damage, the PF proc, or open wounds?
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[quote=Evilbookworm";p="366957"]A gamble filter.[/quote]
I don't like anything version-specific; one of the USPs of this mod is that it works on 1.10 [for heavy mod players], 1.11 [for normal people], and on Macs [for brainwashed zombies].
This, of course, comes at the cost of things like gloves and boots for mercenaries, a kill counter, and all those little things modmakers like to insert in mods at the cost of a much harder installation procedure, or one of those dubious scripts. Most people calling in with installation trouble have had another mod installed and it messed up their file paths.
Also, I believe the gamble filter was made for Eastern Sun; using it in Median would be theft of some kind.
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[quote=xMeox";p="366669"]what about random unique spawning monsters with char-lvl * 1,5 (if possible) and a 10%ctc HA on striking/struck --& it is hard to kill those monsters, but possible (btw: suche unkillable monsters would be realy great for my DoZaZoN because i would get some more free Procs...)[/quote]
HA proc would suck for necros, but the idea of random strong monsters is good - I'll consider something like that.