0 Members and 3 Guests are viewing this topic.
- The density of ennemies seems really nice (might reduce it a little bit maybe, but it's ok like it)
- Heroes and boss seems to have the same crazy health regen the classic SV had, I always found it restrictive for builds as it forces player to take a more offensive approach in their builds, some heroes can become litteraly unkillable when orienting to more defensive build in epic/legendary
Also encountered the satyr boss at a camp after Nessus, had to pass it because he kept shredding me to pieces.- The fact that roaming bosses (the one who spawn randomly in packs) have the possibility to spawn very early in Normal can be annoying (although it can be very fun in multiplayer)
- The experience curve is a bit too low in my opinion, I personnaly loved the SV xp curve as it allowed a more rapid progression and made act 1 & 2 way more fun in normal compared to vanilla, although I understand it could make more sense to reduce it since there is two more expensions now.- Increasing the xp curve a bit (maybe making a compromise between vanilla and the old SV curve), as imo it's the change that feel the most "not Soulvizier" for me.
- Most of the new recipes requiring an object require a very specific item (like a copper band of insight), and even with the exact item it's still grey in the recipe.- Speaking of recipes, you can create items from recipes (haven't tested with artefacts) without any of the reagents, the crafting button is grey, but by cliking it you have the confirmation window and you can craft it just paying the money.- Recipes that need only one items (most weapons recipes) cannot be crafted, even with the weapon. Well technically they can because you can craft them without out of thin gold.- Make item recipes always need 3 items, since those crafted items are quite powerful (like the torch, mass, spear) and need very basic items and not much money to create (for exemple, the torch could need a basic torch, a fire of prometheus, and a mob related soul like shaman satyrs or something).
- The blade trap orb dropped by Child Snatcher on death doesn't detonate.
(I still didn't droped a single soul out of dozens of heroes issou)
I've forgot how much fun was playing this mod...Ok, started with a Pyromancer, lvl 7 in Sparta after beating Nessus. Feedback:- Haven't noticed any real bugs, except a Runemaster's shield having invalid skill profile- Heroes doesn't have stars above their heads, intentional?- New recipes are a nice touch, but i agree with Vadumee that they should require more reagents- Maybe you could increase champion/hero density a bit, can rmake things more interesting, also higher chance of souls will help untwinked.
- I used get 2 "white treasure orbs" that can't be open, it doesn't show any name on it. One from the crow hero.
Another quick update, my elementalist is now lvl 18, just entering the Nile. After having very difficult times around Megara, i got extremely lucky at Ambrossos countrysides, as i got quite a lot of items, a very nice soul, and FOUR mercenary contracts (2 duplicates of the maenad archer, and another 2 for the maenad frost mage). Along with the fragmentation of molten orb, this gave me a great boost of damage to go with my newfound crowd control, and i managed to do very well, until the minotaur lord, he seems extremely difficult against a caster, I had to enchant movement speed boots with hermes sandal to be able to dodge his stun earthquake attack (which deal 50% of my life and stun me) and let the maenad lady destroy him with arrows. The telkine was more managable for me, he wasn't dealing too much damage (except the purple projectile, but easy to dodge), but I think that without the maenad mercenary he would have taken forever to beat, he has a ton of health and regen very fast. - Regarding the blade trap dropped by Child Snatcher, as long as I remember, it was very rare for it to not detonate on the classic SV, where he never detonate here (actually, it also happens with a maenad hero with the exact same mechanic, don't remember the name, but she looked like the assassin ones).- As for my opinion on the health regen, yeah I agree that it's an interesting mechanic for player, normal monsters and pets, but it can really become an issue with some heroes, especially those who have health regen boost (I remember there was a purple raptor hero who could get back to full like in not time)Here is some strange things / bugs that happened to me during this second playtime : - A lot of Soulvizier specific items don't have their textures (and the item icon is a little colored square), for instance the items i got suffering from this are : Black armplates, maenad's trickster bow, plhean striders, emerald marchers, telkine veil and voidleecher.- Any entity frozen in ice is invisible, this happens to ennemies as well as the player.- The maenad archer mercenary (i don't remember the name, but her title is night's flower) have trouble to shoot ennemies when in far distance, as she's trying to attack ennemies that are a bit farther than her maximum attack range. I don't know if it's an issue with the other mercenaries as the frost mage spam her spells at medium range so it's unoticable.- I don't know if it's a Soulvizier-related problem of the AE edition, but Shadowmaw's nightstalkers are level 28 and deals nearly as much damage as the hero.- The dune raider - Veteran assassin don't move at all and just stand there, t-posing menacingly (the non-veteran assassins works fine)Spoiler for Hiden: I don't believe high enough in my luck to have dropped 4 mercenary contracts in one act, might wait for others player experiences to see if it's redundant, as in the classic SV these contracts were extremely rare.
- As for my opinion on the health regen, yeah I agree that it's an interesting mechanic for player, normal monsters and pets, but it can really become an issue with some heroes, especially those who have health regen boost (I remember there was a purple raptor hero who could get back to full like in not time)