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agreed with pretty much everything you said, at least the bits i had experience with, and that goes doubly so with the uncertainty in the additive vs multiplicative scaling, as well as the ambiguity on how some skills SHOULD scale vs how the actually scale.
Thanks for taking the time sharing your thoughts, hopefully it is taken into consideration.
Not gonna eat you .. but I would much prefer the Star Crux "- Movement speed when attacking " note be changed into sth else. Those are free difficulty points on any summoner / caster and just very punishing for any attacker - especially melee...
I would rather change it to sth like: More Elites / more "special enemies" like carpet bombers etc.
I tried to make it work in 100 but it's so hard to survive no matter what i try lol
It's usually not the boss that kill me but the mobs cuz this build rely on AI to protect you and mobs just chase you too fast/ track you too good at darkness 100.
I have onyx dragon on 2 piece of my gear, one fire genie, and 3 parrots on glove.
I have a tier 1 28 skeleton unique amulet too so not sure dragon + damage % vs 28 skeleton which is better.
I have around 150% summon damage total on gear i think. (excluding skill tree)
Its bad because it was never designed to be a fair fight. It's supposed to be the ultimate challenge. Not a casual walk trough where everything goes. The scaling simply isn't in tune with the enemy design. The bees are fine on D'0. But with buffed area & speed they are unbearable. The first few levels are the deciding factor whether I get a blessing I can build my run around that simultaneously clears the first couple waves until I get my build running. Otherwise it's a wipe and reset. 10 alterations or not, pure rng.
Its good because it shows which builds are viable no matter the adversities. Which skills can scale well enough to beat the game no matter what. And which ones are getting carried by the gods blessings alone due to low difficulty (I'm looking at you Shadow Shift, for the love of god I couldn't make that ability work it was poison all the way on D'50+)
Overall I think the update was a great leap forward in every aspect. The trees need a lot of fine tuning. I wish every tree path was equally good to an extend.
I hope that more gods get a bit more survivability options similar how we got more summons/ offensive options on gods that didn't have them before. Right now it's mostly Justice + Krom that carries every D'100 run to victory.
On a side note ...
How are you guys still struggling with the carpet bombers?! They are literally the least of my concerns unless I play on slow ass Avoron who can't catch up with them. Their attacks target your predicted movement direction so I just Zig Zag dodge all their attacks unless I manage to trap myself with Ninhs wall.
Any build can win normal mode, even with no gear and no talents, so that leaves only one choice.
I think the developers painted themselves in a corner, hmm?
The deeper corner they dig themselves in is the powercreep per act advancement.
When a3 release are all our hardearn gear gonna be trash again cuz dev just gonna triple all the values from both gears and mobs ?
Basically there's no reason to ever get back to act 1 ever since a2 release cuz all the drops gonna be garbage in act 1.
however
1 thing to keep in mind. D100 isn't a character power benchmark the Devs use for anything. D30 is their benchmark. that's also where the reward scaling stop's and every character and build works perfectly fine for D30. ( i do agree that there's some massive power differences between characters)
they were never expecting D100 to even be possible when they released the patch.
D31-100 was just a 'something extra to play with" addition and shouldn't be / isn't used as a benchmark for balance.
This is a player issue really. We see that max difficulty is 100 and naturally that's what we strive for.
So really it's on the dev to decide if that's what they want for the players or if they should cap it and give us more of a "choice" on which darknesses we want to activate to reach the cap.
I'd personally like 2 or 3 more options for a total of 130 or so Darkness but keep the cap at 100 so we can decide which ones we should drop or keep for each of our builds without feeling like we're cheating ourselves by not maxing out on 130 since 100 would be the set cap (I hate the self-slow).
Why even have conditions at all? Just lock darkness at 100 since you already did it (stupidly if you asked me since they just upped the limit without even testing it, the whole act 2 feels rushed and untested and the extra darkness seem to have been a last minute addition) and then just up the general stats of the enemies. That is not the issue though.
It does not matter at all about darkness 100, just look at how overpowered the ranged classes are: They have Fates gemini for 5 extra projectiles, rampaging strike for extra 3 and up to 4 extra attack projectiles from what I have seen in items. Not to mention piercing and bouncing or even homing projectiles. So their attack power and area increases tremendously. What do the melee characters get?
And if pure attack builds weren't enough, Merris and Lorien can cover the entire screen in casts and strikes to the point where you cannot even see the ground. I have screenshots of this.