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Messages - RPG_Fatality

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Editor Discussion / Re: Editor on Laptop Red and Black Screen
« on: September 21, 2014, 08:19:24 PM »
I have the same problem, but I believe I read somewhere that its got to do with Intel, don't know for sure though

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Hammerwatch Discussion / Re: New Class Ideas
« on: August 28, 2014, 09:18:41 PM »
I don't know if you're actually able to insert your own classes into the game, I think there was another thread about that. If my editor worked, and I could insert these classes into a custom map, I would. But if you were to make them for your own map I'd be fine with that, just give me credit  :D

EDIT: just asked on the irc, the current classes are hard coded into the game, which is why you can't add customs.

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Hammerwatch Discussion / Re: New Class Ideas
« on: August 28, 2014, 06:46:23 PM »
Bard
There is no range upgrade for the healing song. Regarding the tornado, I agree it would be not that great if it was unrestricted, so maybe invisible boundaries to contain it in (they would have a fairly large diameter, assuming the boundaries were shaped like a circle) and obviously you would have to be smart about when you cast it, being most useful at the beginning of clearing a room obviously.

Spell Sword
The mana steal would be considerably cheaper than the warlock's soul sacrifice, but maybe 2 mana on hit with 3/6/9/12/15% chance.
He would be rooted while plunging the sword, but have free movement once the lightning began to spread.
Fire and ice enchantments can be stacked on each other, but having 2 spell swords will not give a double fire enchantment (or ice)
Casting more than one spell within the cooldown of arcane euphoria would reset the cooldown, not stack the regen.

The Gladiator
Ax throw will always do 20% of the maximum damage it can deal at that level. It's not meant to be spammed, which is why it has such a large toll on your health pool. Doing damage to multiple enemies will not give you 20% from each enemy damaged. Ex. Hits 3 enemies, still take 20 damage from level 1 ax throw.

Thanks for the well thought out comments! I check the forums regularly for new posts so if you have anything else to add I will get back to you quickly.

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Hammerwatch Discussion / Re: Hammerwatch IRC?
« on: August 19, 2014, 04:27:18 AM »
could u pls put patch notes

I think this is a good idea.
Also maybe a direct link to the IRC posted here? I've never used IRC before and took me a while to find Hammerwatch.

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Hammerwatch Discussion / Re: Community Growth?
« on: July 17, 2014, 10:30:44 PM »
(I don't want it to be know on steam,there are to many windows trolls there).
Steam is a pretty large community, and I don't think shutting them out is the best course of action...

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Custom Maps / Re: [WIP][CAMPAIGN][STILL ALIVE]Mental Dreams
« on: July 14, 2014, 04:21:50 PM »
That's too bad, it would have been really cool. I'm still gonna download it and play through it with some friends when you release it though!

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Custom Maps / Re: [WIP][CAMPAIGN][STILL ALIVE]Mental Dreams
« on: July 14, 2014, 06:16:49 AM »
If you are making your own enemies, I would recommend a kamikaze of some sort. Nothing says sick and twisted like speedy, explosive monsters!

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Custom Maps / Re: [WIP][CAMPAIGN][STILL ALIVE]Mental Dreams
« on: July 12, 2014, 05:17:58 PM »
I hope it's sick and twisted.

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Hammerwatch Discussion / Re: Community Growth?
« on: July 11, 2014, 05:09:25 PM »
If you look at viewcounts on some of the posts on the forums they almost feel overstated.

This could partially be from some members going back to re-visit the page later, as the view count still goes up even if you've been on the page before. On a side note: I've had the game for about 10 months (bought it shortly after release) and I love it. I've managed to get a few friends to buy it and play it with me, and I'm still trying to get a couple others to play it too. The problem is that none of us really have a way to spread news of the game other than telling people we know. I can't even make custom maps right now because the tiles won't render. If there is a way to fix that I would get on it because it seems like a lot of people have this problem, and they are hindered from spreading the glory of Hammerwatch through custom maps.

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Hammerwatch Discussion / Re: New Class Ideas
« on: July 10, 2014, 03:51:08 PM »
I saw that the page had over 30 views so I thought I would add a poll to see which class everyone liked best. It's at the top of the page if you happened to miss it.

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I bet a Vampire Hunter would look pretty cool with some crossbows... and a cloak.

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Hammerwatch Discussion / New Class Ideas
« on: July 10, 2014, 12:11:44 AM »
I actually had these classes posted in a different thread but I wanted to revise them and fix 'em up. The classes are the Bard, Spell Sword, and Gladiator. For the purpose of saving space I will be using this symbol (*) to represent the word Upgrade.

The Bard
This class is meant to be a sort of all-rounder like the beloved red mage of the final fantasy series, and has a skill for each general "role."

HP and MP both start at about 40
Low Base Attack Speed (same as Wizard)
Note: All of the bard's songs have a 2 second cast time.
 
Up: Harp (Medium Range)  *1: Damage  *2: attack Speed +20/40/60/80/100%
Left: The bard plays a song on his harp to increase attack damage for a duration  *1: Duration  *2: Radius
Right: The bard plays a song on his instrument that gives HP regen for a duration *1: Duration *2: Regen Rate
Down: The bard plays a song of storms, releasing a tornado to randomly move around the battlefield. damaging enemies. *1: Damage *2: Duration
Passive 1: Cheerful: Grants bonus movement speed to himself and allies in a radius of 6       Move Speed +0.05/0.1/0.15
Passive 2: Instrumentalist: Reduces the cast time of the Bard's songs    Cast Time -0.5/1/1.5 seconds


The Spell Sword
This class is meant to be able to cast spells and enchant his allies weapons with different effects. This class has also already been called "the greatest thing ever" because elementally enchanted weapons are really cool.
HP: 75 MP: 40

Up: Sword  *1: Damage  *2: Chance to steal 1 mana on hit 1/2/3/4/5%
Left: Fire Enchantment: The spell sword enchants all allies's weapons with fire, applying a combustion effect to their regular attacks for 15 seconds  *1 Combust Damage (3) +3/6/9/12  *2 Combust Duration (2) +1/2/3/4
Right: Ice Enchantment: The spell sword enchants all allies's weapons with ice, applying a slowing effect to their regular attacks for 15 seconds  *1 Slow Duration (3) +1/2/3/4  *2 Movement Slow (30%) +10/20/30/40%
Down: Discharge: The spell sword plunges its sword into the ground, and lightning surges through it (similar effect to when some bosses shoot streaks of blood, just with lightning)  *1 Damage  *2 Lightning Streaks (3) +1/2/3/4
Passive 1: Spell Specialist: Decreases mana cost for the spell sword's spells by 15/30/45%
Passive 2: Arcane Euphoria: For 5 seconds after casting a spell, the spell sword gains 1/2/3 HP regen


The Gladiator
This class is of course melee, but I may have come up with a way to prevent him from being too OP. This class is a double-edged sword, meaning that its abilities do damage to itself at the same time as doing damage to enemies. This could be an awful idea, but it seems like it would be an interesting and difficult challenge for those who like to play solo runs of the game.

HP: 120
MP: 20

Up: Axes  *1: Damage  *2 Speed Penalty
Left: Double-Edged Slash: Deals massive damage in a regular attack while also dealing 10% damage to the gladiator.
*1 Damage (100) 150/200/250/300  *2 Arc (60) 90/120/150/180
Right: Rage: Cloaks the gladiator in fire, damaging enemies in an area around it while also losing 3 HP per second. No mana cost.
*1 DPS (15) 20/25/30/35  *2 Range (2) 3/4/5/6
Down: Ax Throw: Throws an ax out in each direction, dealing damage to all enemies they hit, and damaging the gladiator for 20%.
*1 Damage (100) 150/200/250/300  *2 Mana cost (50) 40/30/20/10
Passive 1: Bloodlust: Each time the gladiator kills an enemy it gains bonus movement speed for 2 seconds. Speed +0.1/0.2/0.3
Passive 2: Thick Skin: Gives a chance to halve incoming damage to the barbarian. Chance 10/20/30%

I'm still not sure about the layout of the gladiator, or if he is even balanced, but I think he would be pretty cool. Other than that, these are my suggestions, and I hope that you like them.

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Cool class ideas! I do have a few thoughts though. For one, the archer is way too similar to the ranger. Also, it seems like the flutist is situated completely around death spells, more like a necromancer. I would think a flutist would give buffs, but it could be offensive and there is no problem with that. I really like the shaman idea, you should take a look at shadow shaman in DotA as they are very similar, might give you an idea for another ability. The barbarian also sounds cool, you should take a look at the gladiator class idea i posted in a different thread, because i noticed you didn't mention any abilities for him.     http://hammerwatch.com/forum/index.php?topic=1671.15      I haven't really got any input on the mage other than I think he should be called a summoner, but it doesn't matter. All in all, great class ideas!

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Hammerwatch Discussion / Re: Please consider different classes.
« on: July 08, 2014, 07:31:36 PM »
Double edged sword means that it does damage to itself at the same time as doing damage to enemies. I meant it as a style for the gladiator, not as a seperate class.

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Hammerwatch Discussion / Re: Please consider different classes.
« on: July 08, 2014, 02:32:19 AM »
But what about the double-edged sword class style for the gladiator? I think that would even out his melee damage and his survivability, to make him less OP. I do know the paladin is OP though, and combo heal helps a lot with that

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