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My Thoughts & Suggestions & Bug Reports
ChaosEmpire:
surely we can do this
for the english version...
all other languages also have english content...but..if i also fix it there..i need to make same corrcture in ~7languages...
but...probably i find someone doing this time consuming job
for the skellimancer...
i expect skel mage+skell as working build, but more a summoner should work...but needs many points...
webwalker:
--- Quote ---i expect skel mage+skell as working build, but more a summoner should work...but needs many points...
--- End quote ---
I've posted many times that the Skel Mage is a detriment, not an asset. He blocks doorways etc. I put 1 point there to get to Revive. If it wasn't a pre-req, I wouldn't skill Skel Mages. The AI is too crippled and the damage is not significant in Hell.
However: if points in Skel Mages gave elemental damage to Skel Warriors (as in a Vengeance synergy) then points would go into Skel Mages.
Likewise: If Skel Mages were built around the Ghost (flies and goes through other monsters and other monsters, eg my minions, just step through them) then Skel Mages would not be a detriment. They wouldn't block doorways. Their brainless AI (poison mages throwing green blobs at poison immune monsters) would get in anythings way. They don't even need to fly... just be transparent to other monsters & minions.
Revive, as always, has the problem of its AI: sticking to walls and vanishing.
Notwithstanding the weakness of the Skel Mage and the Revive, the Skel Warrior was formerly sufficiently sturdy that the summoner necro could handle Hell gracefully. Since about last year this time, the summoner necro has been crippled; viable necros have been first a bone, golem, or poison necro with skeletons as an assist.
ChaosEmpire:
brian
there is nothing, other than in original..and the AI has been ever so bad..it is hardcoded..and i dont understand why it is playable in d2..but not ce for you...
webwalker:
--- Quote ---and i dont understand why it (skellimancer) is playable in d2.. but not ce for you...
--- End quote ---
from http://chaosempire.info/web/content/view/14/37/
--- Quote ---Version 7.58 (Patch based on 7.55):
...
Raise Skelleton now every 5th SkillPoint gives a Seklleton, HP decreased
--- End quote ---
This was the death of the Skellimancer. Before then I played the skellimancer and enjoyed them greatly. Since this time the skellimancer has been unplayable in Hell.
Poison, Bone, and Golem-mancers have been playable, and having skeleton warriors as a back-up to the poison/bone/golem skills has been optional. What is dead is the skeleton as the backbone, with poison, bone, and golem skills as a backup. This Skellimancer build has been dead for a little over a year, since 7.58/7.60d.
We discussed this http://chaosempire.info/web/component/option,com_smf/Itemid,61/topic,8285.0 here, although since mostly it was in German with strange character representation (e.g. können) it was undecipherable to me.
We also discussed it Re: Nec´s in HC Hell (wieder) kastr...äh beschnitten oder (noch) spielbar ? here. The last description I could find of a "killer skelliemancer" claimed it was easy with 70 +skills. I have found +40skills quite the accomplishment.
Your favorite classes, as I recall, are barb and assassin. Mine's the skellimancer. The skellimancer is, at this time, a busted build due to the nerf'd skeletal warrior.
--- Quote ---the AI has been ever so bad..it is hardcoded
--- End quote ---
I understood that from the beginning. I wasn't complaining against anything in the mod to do with the AI there, rather, I pointed out why those skills don't compensate for a crippled skeletal warrior.
Is it a possibility, to give the skeleton warrior elemental damage, from a (new) "vengeance" synergy based on points put into skeletal mages?
Is it a possiblity, to make the skeletal mage out of the old "ghost", so that they don't block doors and walkways?
Is it possible, to make the skeleton immune to B.O. and give the skeleton back his life?
ChaosEmpire:
you have forgotten one thing..life has been increased 2-3times since 758...
for ele dmg on base skells i need to check..but this is one reason for the mages...
the mages have same ai i think..so all should block..but i need to look into files
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