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Bir çeviri sorunu bildirin
I'm aware of One with Nothing but there are a lot more magic cards than uniques! It's a bit different design.
No not to that extent, English is hard, I mean in the same base class + mastery. Like Acolyte has a fair bit of Necrotic, so does Necro, and Lich, so Warlock has to have some as well. Yes there are some variations but like that samey. Especially silly given how little the damage type matters.
When you design in such a way it becomes more about your delivery method, excluding stand out abilities. Like tri element mage, tri element RM, tri element sorcer, tri element spell blade. What it does it say so you want to play tri element? we got melee tri element, ranged tri element, "Lolz im so random xd 90's tri element. That sort of thing.
Getting a little off track but no. English is hard. Show montage footage of each of the mage classes to someone who has not played LE. Its all just generic tri-element footage. That is what I mean, by keeping such strong design elements you loose that identity. Now do the same with Primalist, I would bet most people notice a different feel.
However more reveals are coming, because no one could foresee such an obvious situation so to pivot to that. Lets see what the actual numbers are, thanks to LEtools they seem to be quietly updating with the numbers a bit after the reveals, you just have to dig around for them.
Those dont seem like Warlocks to me? So why design a Subclass for a dark caster that fills the same, in universe, role as scalebane?
at this point all I can hope for is that there will be a different way to play Warlock and that that way is not handicapped by them having decided you WILL play a poison caster.
Additional options for free triggered spells (marrow shards), automation, and perhaps finally a home for all those "while channeling tags" the ability to move when channeling GF, Plus the option to turn it into a self centered AoE.
Not exhaustive just things that jumped out to me.
Soul Feast has some bleed support, but stacking multiple sources of ward generation on the option to turn SF into a mana generator with increased effects for having high mana seems like a much more viable option. A lot of these Warlock skills feel like Throw Hammers. A lot of neat synergy with intense competition from the, yet to be determined when we can more easily dig into the numbers, clear winner.
As more of the skills get teased out warlock I think will feel distinct as the "combo" caster, with from what we have seen the benefits to applying X then taking advantage of it seem to be a core feature. Well unless its automation turns it into Righteous Fire, in the same way we saw with the RM sequencing.
"It's also gonna be more visible to the player and still bridge the gap between very low damage builds and very high damage builds"
Strange given how reluctant developers are to tell people about Dynamic DR in the first place, but how? How are you going to "bridge the gap" when they went on to say
"The new mechanic won't cause the player to deal less damage"
10 is far less then 100, if you want to bridge that gap you can increase 10 bringing it closer to 100, or you can lower 100 bringing it closer to 10.
Or the fudging of numbers happen somewhere else and use semantics to claim your not actually causing less damage, just the boss has more health for you (or somesuch)
Been a bit since we had a minion class, so who remembers snapshotting?
Who thinks its going to be fixed? or will it be rolled into a "feature" with this the last minion class for quite sometime.
-40%, -24%, -20%, -8%, -2% (per curse) less damage taken quite comfortably using the channeled movement kit of Ghost Flame. Not to mention it comes with quite low mana costs (making reduction quite strong), despite the various increases/decreases along the way, and the nifty trick of gaining 70% of current mana as ward. If that was not enough using GF we can also tack on the Anguish, and Decrepify curses.
Then you can take this walking simulator of a build in a lot of different directions, because as Ghost Flame is often compared to Rebuke, GF comes with movement and damage.
These numbers are likely going to skyrocket once you factor in the items we already have on top of the bundle yet to be revealed.
Live stream 2.2.24
Time stamp: 35:03-36:34
The classes missing all of their skills are: Paladin (3.5 skills according to mike), Shaman, Lich, Marksman, Blade dancer.
Seems EHG is fine with this by adjusting the meaning of the term "all" to adjust the classes from 5 to 4.
In a "1.0" launch that will not have the story chapters completed, this reveal hardly comes as a surprise.
Not that it matters a lot, people who have played enough just search "more" in skill trees and pick a skill in that metric anyway, saves us the trouble.
And of course we have the white knight team on standby, with "sMaLL InDie GaMe" as their first line of defence, giving this a pass as usual.