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I definitely want to see a better tooltip for the skills so I know more about what's getting increased when I drop a skill point in. I've never been one to min max, but it seems like wasted potential when I've got to basically stand there and hit respec repeatedly just to figure out how much I'm actually getting out of a skill point in this vs that. Doubly so with non-combat style spells like the shields and such.
Dragon's Breath's knock back is much greater than the cone of attack itself, so you'll shove them across the room easily when it's maxed out.
My only complaint is that SP seems to be completely okay one minute then drained the next. I'll go from blasting a whole room of 12-14 enemies without running out of SP and then walk into a room with just 3 and be drained before anything dies. I'm not sure why that is.
Or an assassin with thier own elemental combos.
Assassin has more AoE DPS (potions), more single target DPS (death strike/potions) and more survivability (stealth and dash. Dash also let Assassin dodge ranged attacks, sorcerer main problem). And Assassin's AOE "spells" (potions) don't share cooldowns like Sorc AOE spells (Tier 6).
Agree. For the mage his arsenal is very important. Particularly a quick and convenient switching between a his spells. Or a sufficient number of slots to spells. But in this game i have only 2 quick slots and 3 mode on them: offense-offense, offense-defense and defense-defense. It sounds good, but in practice it is terribly inconvenient. Yes, there are still have spell-switching wheel, but on epic difficult in small dungeon room open it - like a suicide. Cut off a balanced stance and instead it give a one more slot - it would be a better idea.
Shared cooldown of tier 6 spell... i have no decent words.
But for me the biggest disappointment was the charging system of spells. It simply is. That's all. Multi-level spells charge at the third level spells, with the possibility to use the not fully charged spell at non maximum available level - it would be much better. For example: 3 charge bars at level 3 spell, if you fill two of them and release spell - it cast level 2 spell, not level 3. With this the next level of the spell must to be a lot stronger than the previous level, but have more SP usage. In my opinion, of course.
Actualy, playing as a magician now - it's click-click-click-click-1 second hold-release-click-click-click-click...
I already beat the game as warrior and completely finish epic mode as crusader solo. The feel of the game as these classes is much better.
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1. Control.
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As I mentioned above, we have two quick slots and three stances, which bind on a three different buttons. But it would be more rational to remove one stance, and other two bind to one button for quickest change offense-defense mode of spells. I'm do it right now with a two buttons, 1 and 3 (for keyboard), and never use button 2 (balanced stance). So, in this way, we could a have on 2 buttons more for 2 remaining magic elements. Eventually it's come to 4 slots for spells and 1 button to quick change a combat stance, without adding any extra buttons.
The same number of buttons, but much more features.
Also, spell-change wheel is not needed anymore and save 1 more button.
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2. Spells.
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Aura. For example ice aura. It's ridiculous. I spot a mark where it appears and after that i need stand on this (do not simply pass through) about 1 second to gain ice damage buff to... 1 attack? Oh, crap. Augment gear with sapphire - it works much better. Also a chance of freezing the enemy works in a similar way. How about rework it to ice blast (like "Sanctuary" on crusader) with no knockback and high chance to freezing?
Something similar should also be done with other auras. Make them something else, because is not an aura - at this moment it's stationary area effects.
Tier 6 spells. All of them has a shared cooldown. How about remove it, but make some reworks to gain a similar effect of usage? I am referring to the revision of the charging system on spells and SP usage. As I mentioned, is possible to add 3 leveled charge bar to 3 level spell. if you fill two of them (or 2/3 if not separated) and release spell - it cast level 2 spell, not level 3. This will allow to cast the first-level spells, one after another. But if you do a spell of 2 and 3 level commensurate SP usage - it' makes more harder to spamming fully charged spells. For example a spell at 1 level use amount of 250 SP (it's still tier 6, don't forget), but level 2 spell use about 500 SP. In this embodiment a fully charged spell may use about 800-1000 SP, but it's granted a high damage or high chance of apply effect to enemy, and still not be able to spamming. It is also possible to make use all your SP to cast, if you have 800-1000 SP to charge them to full power, but give an additional damage bonus for each 10-25 remaining SP.
I understand that it can be very hard to do, but in my opinion it would be better. Just suggestion.
Oh, and what to do with the SP bar refilling after burning out all your SP to cast fully charged tier 6 spell? At the first paragraph we have 1 unused button. Hold them to charge SP bar, but without movement during this - it would be nice and solves the problem of lack of SP in the early game :)
And one more thing: there should be no knockback for each type of element. Only for physical spells (earth). Fire can burn, ice can freeze, energy can stun and earth have a knockback. It would be more fairly.
P.S: My English is still bad...
Plus they have the added effect of applying whatever debuff to enemies that walk into the ring too, it's the exact reason why they gave us 3 stances. You have a stance that allows you access to both of your big hitting spells, a stance that lets you apply core defensive spells to assist and to suppliment damage and then a third stance to be full on party support. It's very useful and really it just takes a little bit of tinkering around to figure out why we don't have full on damage in multiple stances.
Before heading into any given room, drop an Aura down to buff your entire team. As soon as you enter drop another into a group far away to hinder them, attack a clear threat with your main attack and buff your team as needed throughout the room.
That said, ♥♥♥♥♥♥♥♥♥♥♥ would be nice if your attacks had a lot more oomph behind them. I don't like playing support as much as I like being DPS, and while I never expect to be DPS for a single target I'd sure freaking like it for crowd control. RIght now even a half assed player Assassin can out DPS me, especially with good Aura control coming from a Sorc.
Anyway.
Is no sense. Standing in this game at epic = death. Some enemy make one shot you with 3000 HP (3750 overcap) and 75/75 p.resist. No balance.
Quick change stance - cast defensive spell - quick change stance - spam offensive spells. You don't be able to cast any offensive spell before release defensive one. And vice versa. It's very simple to understand.
i think you can take asasins or ...
you do not have to take mage class