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Hammerwatch Discussion / Re: this is total crap! Planks!!!!
« on: September 22, 2014, 07:29:52 AM »
Or a game mode "you start at the end and have to go all the way back to put planks back in their places for new players"
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The original quote was in two-parts, the second part of it was the "50% movement speed". This is what would turn me off of using it, since you wind up only getting 2.5 "useful" seconds out of that 5 second duration. And you're punishing the player for using it, because instead of doing things with that time, they're forced to lag behind other players - a key factor that makes it detrimental to actually playing with the group.
Another thing to factor into it is the actual mana itself. It's nice that you get 5 seconds out of it the first time you use it, but then you're stuck having to wait for the mana to regen for it to be equally as useful a second time. Until then, it isn't nearly as useful, if even usable.Yes. At act 1. Where you get already 2 mana upgrades, each gives you 3 seconds more. It's 11 seconds of murdering everything with almost no chance to get struck back. Something has to keep this skill in check.
And a third thing, also regarding mana, is using other skills in conjunction with it. Stealthing around monsters closer to your melee fighters to set off a rally, for example. By the time you get there, you've spent half your mana and your rally will last half as long as it could have - which makes using the 'Silence' ability a bad idea, actually! You'd probably be better off neglecting to use it and just maneuvering past enemy hordes in real-time.I think you want Silence to be a full-time ability. Remember that you get mana for kills done by other players. In the late game, you can slap Silence and everything else and you will still get your mana back because 3-4 mana per kill is more than enough. And Silence will make it way easier to position yourself.
It also comes to mind that you could probably abuse it by toggling it on and off in quick succession while in a party, and near allies. All the enemies would suddenly lose interest in you and target your allies, and you'd only have spent as much mana as the time it takes you to toggle it on and off again. In the event that this isn't your intention, it becomes useless as an ability to use in combat at all, and relies on separating yourself from the rest of a potential party in order to scout into areas you potentially won't recover the mana to sneak back out of.I don't think AI targeting works that way. They will always choose the nearest target, so after turning off Silence they will switch back to you.
So in conclusion, your 'Silence' ability as it is could be useful as a part of another character class (Maybe a ninja?), but not so much on something where reserving mana is important to the party.IMO a ninja class would be boring to play. You have no high-value picks and having assassination class to fight off bunch of maggots? :>
Maybe the first skill could instead be something like a taunt skill? Alert all monsters in a large radius of your location, and make them focus on you. It would force other players to come to your rescue, and therefore within range of your bard skills. It would be hilarious if nothing else.At first I wanted to fuse it with Brown Note, but I decided it would be too many features in one skill that can be already hard to understand. Still, if I had 4th skill slot, it would be some AI attracter
As someone who has rarely used vitality upgrades, I'm going to say this makes them even more useless, unless the price is relative to the amount added (new to the game, not sure).HP upgrades get quite important on hard level, but I have to agree, price will have to be adjusted. I wanted to make this class more mana oriented, even more than warlock.
Is there a limit to number of penetrations? Would this be handled by upgrades? If it were 'infinite', you could theoretically kite a group of enemies at a boss and string the attack through them all to do a wiked-high amount to the boss itself. Mind you this does sound fun strategically.I hope so. I want smart play to be rewarded. We have paladin for mindless wushwushwush action, bard rewards for doing something that is opposite to wushwushwush.
I'd imagine this would make the skill very difficult to use starting out, and it might discourage people from upgrading it at all. Maybe it shouldn't effects speed too much (Only a 20% penalty instead?), and the upgrades reduce the mana consumed instead. Sounds more fun that way. Perhaps the counter-balance would be that the ability ends when the player attacks or uses another ability?I don't know if by difficult you mean "hard to use effectively" or "ineffective".
Other things listed seem like they'd require actually playing the game as the character idea before it could be determined 'good' or 'bad'.True. I have crazy ideas all the time, but this time I amazed even myself.
However, I wonder if maybe the mana costs should be relative to the number of allies actually affected by it - otherwise this class would be crippled by solo play, and possibly overpowered in full parties.That's a good point. I had a nice struggle about skills that support both solo and coop play. And I came up with nothing. It's impossible to reach the compromise for me. Even priest is more of a solo play, maybe with occasional healing after fight and sometimes saving someone's ass.
The other thing I wonder is what would happen if all party members were bards...Depends on if and how buff effects would stack. Still it would be perfect speedrun team.
Well,youre right,but the Ideas that i have for "new" classes arent so good,they would be better in a vampire game,i dont know why,cos i dont like Vampires,But i didnt said that i created the class,bro ,its really a way of development that i like.(Sorry bout the english,this is not my local language :\)Don't spit out class ideas like a factory. Make one but with totally new concept. For example, to fit your vampire theme, new class could have power to "tag" monsters. Tagged monsters take low damage and tag lasts for x seconds. Now that's where it gets really cool: your basic attack damage scales with number of tagged monsters.