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Is Disco Aura bugged?

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webwalker:

--- Quote from: Tiberian on October 04, 2005, 03:07:54 pm ---It's death to charge into any large mob at low levels with terrible equip...

--- End quote ---

Ummm... Errr... charging into a large mob is called suicide in most places.  Regardless of the gear.  We've played Steam-rollerTheMonsters, I think we need to distract/breakup the mobs and engage them piecemeal.

Use movement and skills to break up large packs.

OK, I tried two new characters last night:
1: IchBinTot, a Throw-Cry barb.  I horked EVERY corpse for purples, drank MANY potions red and purple, and considered life steal a manadatory item attribute. I levelled OK, and progressed OK... through Q1 & Q2 in Act 1 Normal... in other words I don't have enough data to say.
2: ClownDerTot, a skelliemancer. Correction: Chickenmancer. I run up close enough to get my skellies to engage, then run out of aura range, drink, and return to keep my skellies engaged.  Rescued Cain.  Haven't tried Corpse Explosion (putting ALL points into raise skel/skel mastery)  Spent time to gamble a +3 RS head and +2 RS wand. So far, so good, the skelliemancer may again be a tank build.

I don't think we've got enough data to conclude anything except: our assumptions need re-study.

Tiberian:

--- Quote from: webwalker on October 04, 2005, 04:11:35 pm ---
Ummm... Errr... charging into a large mob is called suicide in most places.  Regardless of the gear.  We've played Steam-rollerTheMonsters, I think we need to distract/breakup the mobs and engage them piecemeal.

Use movement and skills to break up large packs.
--- End quote ---

Right. Getting close enough to activate the mobs so you can break them up means getting into aura range. That means I can't use skills to break them up because my mana is gone and I'm half dead. For that to work you also have to have a safe place to pull them to, and when you first get to a floor sometimes that's not an option.

Get to the barracks and you'll have enough data. Once you get anywhere with walls it's impossible. You can't kill them fast enough becasue it's too narrow to get to him and kill him then run back, and half the time you can't see where it's coming from anyway. This aura changes the game way too much, right now it's kill the aura monsters then regroup and kill everyone else. That's lame.

webwalker:

--- Quote from: Tiberian on October 04, 2005, 04:33:50 pm ---Getting close enough to activate the mobs so you can break them up means getting into aura range. That means I can't use skills to break them up because my mana is gone and I'm half dead.

--- End quote ---
Are you putting any points into energy, or considering +mana items of great value?  This aura changes things pretty greatly, and I'm hoping there's an adjustment of scale (range of aura, rate of drain of aura going down), otherwise we're looking at totally re-thinking "what makes good gear".
I'm in Hard Core, Ladder, exclusively, so I'm always pumping vitality, always using base mana and +mana equipment.  I may need to re-think this.

--- Quote from: Tiberian on October 04, 2005, 04:33:50 pm ---For that to work you also have to have a safe place to pull them to, and when you first get to a floor sometimes that's not an option.

--- End quote ---
Agreed.  This aura makes stair traps more deadly than before. Doing the Countess with IchBinTot and ClownDerTot will be an important test.

--- Quote from: Tiberian on October 04, 2005, 04:33:50 pm ---Get to the barracks and you'll have enough data. Once you get anywhere with walls it's impossible. You can't kill them fast enough becasue it's too narrow to get to him and kill him then run back, and half the time you can't see where it's coming from anyway.

--- End quote ---
I agree that walls should stop this aura, or that resists should reduce it, or both.

--- Quote from: Tiberian on October 04, 2005, 04:33:50 pm ---This aura changes the game way too much, right now it's kill the aura monsters then regroup and kill everyone else.

--- End quote ---
That sounds like a great plan!  It's a playing style change.


--- Quote from: Tiberian on October 04, 2005, 04:33:50 pm ---That's lame.

--- End quote ---
Only if we are. This is a community-driven Mod.  Chaos has bears the full cost of this Empire (except for the meger help of those few who donate) and has final say.  We, on the other hand, get to experiment, consider, and contribute to the pool of thought that is the Mod.

New Thought: Change effect of gems Ruby and Sapphire to give regen as well as boost total.  We use up sockets, the aura hits us less.  (OK, maybe not new, but it just came to me now).

Sorky:
If you were asking about my Bowazon, I am not sure how many points I put into energy early on.  It must have been around 30-40 points.  I have 6k health and 1k mana from mods.  I agree with Tiberian that having 5k mana would not solve the problem.  The drain is so drastic and firing and missing just aggravates the problem.  There are so many drainers that you cannot directly attack to get a leech back. It now is a contest on how fast you can suck a juve and kill the Disco guy, all the while watching your health which now drains as fast as the mana, there is just more of life to last longer..but a hit at this time would probably mean death....btw, I play only HC.

ps.

Charging into a large group is never a good idea in D2.  Put out a feeler and see what lies ahead, then pick off the fringes untill all are dead, good D2 tactics. Just one hell of alot harder now.

RE: Webwalkers post.
I have not tried a new character with Disco, as of now.  I have not addressed really low level characeters.
 Lots of new characters use melee to get started, so this may not be as detrimental to hitters as it is to casters in the early levels. But a low level caster, like a nova sorc, or Psy sin, will have geat diffulculty in getting through act one.

 I am mainly concerned atm, with characters in the mid 50's to 90's.  Areas where you have good equipment and have developed some good skills in staying alive.  It is here that I find the threat of dying to be disproportionately ballanced to doing just that, play and you will die.

This change really saddens me.  I understand making a game difficult so that really skilled players can show there stuff.  But to make a game so difficult that it becomes tedious to stay alive, no matter what your skill level, well that seems to have gone to far.

  As I have said before, I play CCC for the challange, the great community, and for the Fun of this great Mod.
I just feel that alot of the Fun has left the game.

Please put some of the Fun back in.

Tiberian:

--- Quote from: webwalker on October 04, 2005, 04:47:42 pm ---Are you putting any points into energy, or considering +mana items of great value? This aura changes things pretty greatly, and I'm hoping there's an adjustment of scale (range of aura, rate of drain of aura going down), otherwise we're looking at totally re-thinking "what makes good gear".
I'm in Hard Core, Ladder, exclusively, so I'm always pumping vitality, always using base mana and +mana equipment. I may need to re-think this.

--- End quote ---
I posted my stats earlier, my sorc is lv42 with 120 base energy, 168 energy with equip (mostly from Dreamflange). I also have frostburn. This is my first char on this mod so it's not like I have access to awesome stuff to twink my char with. This aura seems like it was made to affect late game hell char that already have good equip, so newbie like me really get hit hard by it.

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