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My Thoughts & Suggestions & Bug Reports
Fenris:
yeah you can get an might merc, use the boots called lysianns eyecatcher for concentration
and an infinity or doom weapon(slow or lower resis/def)
use fire golem, its much better
btw why only oak sage and not bo?
i´m not sure if there is a way ot get one of this bow skills, but you can get guided arrow+ venom for teddy
it isn´t a bug, it´s antirush feature that you can´t teleport in many areas
edit:
brian was faster-.-
btw
--- Quote ---then when you create a character he'll be level 95
--- End quote ---
it´s level 96
--- Quote ---I find skel mages to be detrimental: they block stairs and doorways until they die or until their target dies or move away. That can be very slow if a poison-mage is firing is little green blobs at a poison immune monster.
Look into Poison Nova.
--- End quote ---
fire golem may be an option, too
bluebyte:
Oh man. This was disappointing :/
Faith in javelin seems attractive though. Even can make me start a new char for it.
What about baba wielding two of them? Will fana aura stack (i.e lvl 24-30)?
Fenris:
yes it will stack
bluebyte:
Here are some fresh ideas from me;
- Poisonable Concrete traps : Looks silly, and senseless in my opinion. They should be immune to poison i think.
- Mercenaries
In this mod every mercenary can use every type(well, most of) of weapons. For example, a barbarian merc can use a dagger. But I think that he shouldn't be able to use a dagger as good as a sword. Because obliously they have characteristics and specialities.
What I suggest is, to give them implicit bonuses to their specific type of weapons. For example, implicit passive Sword Mastery skill for barbarian, and bow mastery for rogue, etc...
Or vice versa, penalties for any other weapon than the specific weapon.
In this way, our example barbarian merc can continue to use other weapons, but he is far superior with the sword than any other weapon...
- Also about mercenaries; I can equip a merc with a quiver of arrows(and only a quiver of arrows). This also doesn't make sense.
So that's it for now. I think those changes are needed. The first and the last are not that important but I think that the second one is.
BUT, I can understand you have other reasons behind those decisions, or maybe those are not possible.
For example, the skill slots for mercenaries may be full or something like that, and those mastery skills can't be added. I am not sure.
Postet at: June 19, 2006, 05:23:37 pm
--- Quote from: Wolf (Fenris) on June 16, 2006, 03:07:56 pm ---
btw you know that you can make up to seven 7 golems in ce? every 20 points you skill you get one
--- End quote ---
Can you make this a bit clearer please? I now have lvl 14 clay and 4 blood golem but one destroys the other. If I understand you right, a golem which is more than lvl 20 won't be killed by another summoned.
Fenris:
first no everything is logic^^
second first i thought you want that mercs only use the weapon u see on them, but then: "hey good idea!"
third hey u can use an arrow to kill somebody if it is poissened adn you don´t even need a bow to do it, do you?
hmm no only the points you skilled work(like synergies), +skills don´t work
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