ggg needs to take steps to make spells more approachable

32 pages and not a single GGG response that they're at least working on fixing casters?

Edit: Well make that 33
IGN: tny
Last edited by tny#5644 on Jan 6, 2014, 2:33:50 PM
i think they dont want to respond to threads where people are saying: "respong already ggg"

to topic:

New multipliers on gear/passive tree would be a solution but it makes the gear casters are currently using pretty crappy wich isnt good either.

As i said before ggg could add mods to spells that let casterdps start lower but scale faster with the mods that are currently available as well. It has the same effect as additional multipliers without makeing current castergear worthless.
ING: "MeneaterMildrid" or "WICKEDSICKmoves"
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Sobeck wrote:
i think they dont want to respond to threads where people are saying: "respong already ggg"

to topic:

New multipliers on gear/passive tree would be a solution but it makes the gear casters are currently using pretty crappy wich isnt good either.

As i said before ggg could add mods to spells that let casterdps start lower but scale faster with the mods that are currently available as well. It has the same effect as additional multipliers without makeing current castergear worthless.


i dont mind if the current gear gets outdated... legacy stuff isn't supposed to be only for the good, and bis items/builds/etc come and go.

the game is designed around farming, so farming new gear isn't that weird, and old gear wouldn't be nerfed in any way, so no slower speed for the already dressed, just more upgrades for them
^
FOR THE DARK GODS!

IGN: Monokuma_Joestar
And there are several ways to address it. The most easiest is allowing damage-nodes from rings etc. to apply to spells as well... it doesn't even makes sense that they don't work for spells, since different to Auras they miss the statement that they are attack-only.


I also agree that propably the slower wands should be caster-only, while it would be interesting to change wands even more and give them no physical but basic elemental damage (or maybe a mod for conversation to not screw over all the wand-passivs).

So caster-wands will keep their spell-damage mod, while attack-wands would get %physical damage converted to x, that also makes it easier for new players to see the difference in both types.
Last edited by Emphasy#0545 on Jan 7, 2014, 5:44:04 PM
bump
FOR THE DARK GODS!

IGN: Monokuma_Joestar
Effectively, it's boring to compare melee/bow and cast char.

As said before , we have too many differencies between attack and spell mechanics and elemental/physical damage.



bump
FOR THE DARK GODS!

IGN: Monokuma_Joestar
Last edited by Lust#0341 on Jan 9, 2014, 2:38:29 PM
curse immune and stun immune mods = epic retardation
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Peenk wrote:
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MrMisterMissedHer wrote:
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Saltychipmunk wrote:

4
there is an over dependence on curses , which conveniently dont work on bosses all that well.
Why? WHY? we can already see spells have dps troubles in the early game who thought it was a brilliant idea to make the beefiest monsters in the game almost immune to curses?



I don't claim responsibility.

However, I argued the case that curses in general have too much of an effect (before they were nerfed) on game balance. I also suggested that bosses should have some sort of curse resistance due to them being, you know, bosses. A pack of blue monsters with curse immune for instance was easily more hairy than any boss, if you were using curses.

For enfeeble it's literally like having at least 30% extra hp. If you start combining curses and add hexmaster, it gets silly.

It also means that due to the strength of the curses, they become mandatory, yet they imposed heavy restrictions on grouping setups and general balance ends up being around having a boss enfeebled, or running around with everything having elemental weakness on it.

I think curses are in a much better spot now, they are still really useful, but I take it that some of the effects of heavy reliance still needs to be tweaked and translated to the appropriate places.

Can't say shit about playing as a caster atm though.

And that's why your opinion on curses is completely useless. And they were not mandatory due to the strength, they were mandatory because without them your damage is severely limited as a spell caster. But once again with the GGG logic of 'OMG ITS USED BY SO MANY. MUST BE OP NERF NERF NERF' when they should be looking at WHY it's used so many times, and in this case it's because spells suck without them.


and here i stop reading the thread .. immature

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