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Honestly though, this is just sort of an idea in the back of my head right now, I'd have to think about it a lot more before I feel comfortable putting it in the game. |
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#42
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latest feature article: Your name in the credits of Grim Dawn - in progress: Combat
please read: Tips and Best Practises for using the Forums Last edited by eisprinzessin; 05-06-2010 at 12:56 PM. |
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#43
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Like this Venom Heart which doesn't have attribute requirement but you need to be at least level 22 to use it. |
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No, you understood correctly. I amend my suggestion: Can items either have stat or level requirements, but not both? You can find almost the same item multiple times, just with different level requirements (e.g.: 11, 25 or 34). So where is the point?
Edit: just stumbled upon this post from you
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latest feature article: Your name in the credits of Grim Dawn - in progress: Combat
please read: Tips and Best Practises for using the Forums Last edited by eisprinzessin; 05-06-2010 at 10:39 AM. |
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#45
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The new feature 'critical hits for ranged weapons' fits well with the cunning attribute. Quote:
To me, spending points in life or energy always seemed unnecessary in TQ. |
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#46
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#47
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*I'm under the impression that TQ has hit zones (head, chest, legs, etc) and that any damage is just modified by the hit zone's armour value. A high Cunning value could shift chances for the attacker in favour of the enemy's lesser protected zones. Damage would be reduced less. I actually sank 28 points in energy, so that my conqueress had 1000 energy. I hardly found decent items for her, which gave her the necessary extra energy. I like your new approach.
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latest feature article: Your name in the credits of Grim Dawn - in progress: Combat
please read: Tips and Best Practises for using the Forums Last edited by eisprinzessin; 05-06-2010 at 01:39 PM. |
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#48
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![]() What I'd really like to see is the health and energy increase with each level up, without having to add points anywhere, even physique or spirit. ![]() Why? Cause while playing TQ, I always felt some classes had way too low health if you didn't drop any points in health, and also felt some classes really lacked energy, even melee, cause as much as melee doesn't spend that much energy, some skills are still costly, energy wise, and I really hate chugging energy pots as a pure melee fighter. ![]() You could increase the rate of health and energy increase per level, based on your physique or spirit. This would preserve the balance, in the way that players that invested points into other stats wouldn't have as high health pools as players that invested heavily into physique do, but they'd still have a decent amount, given by the leveling. Same way, the latter would receive some minor energy boost, but nowhere near the amount of energy a player that "stacked" spirit would. ![]() Just a thought.
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If setting people on fire is wrong, I don't want to be right!
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#50
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Thanx for the feedback. Things are more complex than they appeared first. I assume that this will remain unless you overhaul the whole system. Well, it's just a minor flaw, and you probably want to spend your resources on more essential things ... so, did you find anything useful in our other replies?
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latest feature article: Your name in the credits of Grim Dawn - in progress: Combat
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