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I used the stone it got me to build a massive parameter that I'll keep expanding with a goal to building a black marble highrise ontop of it in the distant future. The spawner will be level B-1; Training Area.
Its a ridiculously unobtainable goal but I have to focus on something leading to the next update.
Guys, hot take here but I think a new way to level blood magic needs to be added.
I have seen posts that state a skill level in the mid 30s is very noticeable as to effectiveness so have you 'field tested' you 96 skill?
But I agree, anything to increase gains esp with blood magic would help. I'm done at 64, it took nearly an hour to raise it 1 point.
if the last 25% skill isn't "really going to make that much difference" then might as well turn the current 75 into 100. otherwise devs should take responsibility for a half-baked system and make it more meaningful, rewarding, integrated, etc, or just scrap the skill system altogether.
Yes, currently I get 520hp. The max is 700. That's worth it, but it's not worth the grind to me.
That seems like a rather knee-jerky reaction.
Also, a 25% difference in any system is going to be 25%. Unless we change statistics, there's nothing the devs can do to make it more meaningful or rewarding.
Kinda where I'm at.. but I really don't wana just cheat. At least grinding a spawner is gameplay, albeit stale gameplay.
Not yet but I should be at 100 tomorrow. I'll field test it then. I have field tested it at 60.
My impressions from the numbers I'm seeing at the farm is that the skeletons now do damage between the 73 - 83 range. This is against greylings and greydwarfs, the weakest enemy in the game.
The main draw is definitely the staff of protection. At 100 you see a increase in effectiveness of 250% compared to 0 and it even costs less etir than summoning.
The skeletons start out as costly distractions that can do alittle damage and end as cheap distractions that can do mediocre damage. Quite useful but only comes into its own when coupled with the staff of protection as it can apply the barrier to all friendlies within the radius of casting.
The barrier starts out as having 200 hp and ends as having 700 hp.
How many times would an extra 125 hp have saved you from dying? How many skill points did you lose? How much time was wasted getting them back?
That's a pretty good point, though I'm kind favouring "earning" my shenanigans by way of achieving milestones within the game cycle.
Each time I've been through the game loop so far, I add more non vanilla QoL things to make re-doing things less tedious; after the first loop, I've started using a map generator, and after this latest loop, I'm pondering allowing myself access to the devcommands for the sake of building a nice base, or maybe utilising the multiple world portal method of moving metals from source to forge( I hate boating, I find it stressful and tedious).
Maybe once the game reaches it's full release(eventually) I'll start using mods; had my eye on farming grid mods for a little while now.
As for the skill progression, I really feel if the game is going to penalise you for dying by taking away some of your skill progress, it should take away from the total exp progression rather than the total level progression, especially since at about level 75 in a skill, you're still at only at about 9943 exp out of 20300 exp total for lvl 100 in a given skill, the game should only penalise you up to 5% of that total 20300 instead, which would lessen the overal impact at higher levels.
How many times? Likely 0, but the point is that it's only 25% more of a bonus and much less of your total HP when health and armor are taken into account for days of AFKing.