Preliminary 0.9.4 Patch Notes
" remember they will change the mob's hp and weapon dmg so it wont be as hard. |
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Seems great, keep up the good work Guys... ! :)
Last edited by blackdave#6781 on Dec 4, 2011, 3:07:30 PM
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heh, man i love this game. Love the blood magic, love it all!!!!!!!!!!!!! excellent changes, ahhhh cant wait for the first taste of release! :D
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man I cant wait till i get a beta key...
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same can't wait either.
Everything looks so well done from Lumin's vidoes and it really shows these guys care about their creation. |
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I'm very impressed with skill tree, its huge, not like in mostly rpg games.But its just great, if they will still work on it I guess it will look more stunning.
Graphics are awsome aswell. One Piece
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I've just read the keystone passives.
WHAT THE HELL !!! This game is better and better every update. Thumbs up ! |
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I'm gonna have to start playing again. This is what I was waiting for.
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Love the new skill tree! The highways are great, I can try out new passives much faster now.
Only problem I see with the new keystones is that the ranger has no way to the acrobatics one without spending points on int. That seems a pity. May your maps be bountiful, exile
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Hello,
I have a question in regards to the "Blood Magic" keystone. I'm not in beta yet, so I don't know how the game's specifics work, but I was wondering what the benefit of choosing it were? Other than the concept of using blood magic itself, that is. Is that simply the reason for it? The concept. Or, like other keystones (such as, Eldritch Battery or Chaos Inoculation), is there some kind of positive bonus to choosing to give up your mana in exchange for using your health instead? It seemed to me that, similar to Chaos Inoculation, you were putting your character in a great deal more danger, only without the bonuses Inoculation has. No you won't stand at 1 hp, but presumably you're character will spend a great deal of their time at fairly low health. At the very least, you'll have a highly unstable health percentage most of the time. Which would make the Chaos damage a much higher risk to a blood mage as well. Only, as I mentioned, with no benefits to counter that risk (other than the "rush" of being on the brink of your character's death at any given point). If that's the reason, that's fine. I just wanted to ask if it was intended, or if you had plans to alter it in the future. Thanks, Gwawr |
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