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Messages - aminef

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I like the overall design of gear in the game, but there are element i wish they were improved:

-Greek: more greek-like helmets (i see a lot of npc wearing nice looking helmets wich are not dropped)
-Egypt area: the gear, eccept few helms, doesnt feel egyptian at all.
-Asia: everybody well covered eccept you.


One of the thing i wish from the game is to feel the identity of the area you are in from normal gear too, not only from epic and legendary. Will be nice to add the unused npc helmets to drop tables. With ragnarok expansion adding pants and armor with clothes, i thing it will be nice to use that to update asian gear, to make them more realistic.

Those are ideas i wish to share and see if you guys feels the same about that.

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Soulvizier AERA / Re: Soulvizier AERA
« on: 12 December 2018, 18:41:12 »
Personaly, i would like to see the rogue mastery stay as rogue mastery, instead of occult. And to be reworked so it could be like a throwing weapons focused mastery, or a mastery wich will greatly improve throwing weapons, with new passives and % on attack applied to them. I think throwing should simply be removed from weapon training and wood lore, and add a special dualwield tree for throwing weapons and wands(or orbs, i remember seeing 1h caster weapons). I think those should benefit from a particular mastery.

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New Projects / Re: A Few Bug Fixes AE & Ragnarok
« on: 10 December 2018, 19:20:25 »
Been farming venom sac for some relics, and gave one to a toon, to find out there was no completion bonus. I dont know if its due to the patch or something, becaus its the only thing i have installed aside from the original game. I notify it in case.

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New Projects / Re: A Few Bug Fixes AE & Ragnarok
« on: 09 December 2018, 22:15:31 »
I think the reckless offense on Einherjars fate bug. I made a test character with only this weapon, used the cheat engine script to display all damages and tested on the targets in spartan camp. My average critical damage were at 450. 4% to do +100% total damage will be clearly noticed. But nothing. I tested this becaus reckless offense in rune mastery only work while dual wielding. Here reckelss offense doesnt enable dual wielding, but neither seems to work with one weapon.

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General Discussion / Achilles relic and transmutation
« on: 20 November 2018, 02:17:39 »
Im curious about this. looked for some answers online but nothing so far. So here my question. Transmutation turn base weapon physical to elemental. Does flat physical bonus to weapon count as base physical? I dlike to know, to see if its more interesting to socket some good MI with Prometeus/Zeus, or Achilles. I prefer achilles becaus u get a good attack speed bonnus.

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Other Modifications / Re: [MOD] TQ Fun - Collection of mods
« on: 20 November 2018, 00:53:31 »
Is there a way to increase MI drop rates? I feel they are too low and i dlike a small boost to it.

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Soulvizier AERA / Re: Soulvizier AERA
« on: 19 November 2018, 23:45:30 »
maybe the devs want us to try weird builds.. heh just sayin

Given how TQ work, is not that easy. But yeah, sometimes weird builds can be fun to make. But this is not Grim Dawn where damage come from +%damage type. Here damage depend more on stats and other factors, wich make it a bit complicated to achieve.

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New Projects / Re: A Few Bug Fixes AE & Ragnarok
« on: 19 November 2018, 21:05:39 »
Is there any project about fixing/upgrading the ragnarok gear look? Honestly, the colors and the models are not that great in some parts
-Cooper weapon are too orange, iron are too blue.
-The celtic weapons models are not that good, specially the mace its aweful
-The celtic rings and amulets looks to pixelized. Also, why a 2 slots amulet?
-Celtic shields too plain.
-Norse helm icon can be upgraded.
-The bandit helm and armor. Those 2 need a good rework (the torso, if you look carefully you will some spots where the character model traspass the armor)

In general Ragnarok icons looks like a simple pic of the 3d model, while vanilla seem a bit reworked and adapted to look better on icon.

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Soulvizier AERA / Re: Soulvizier AERA
« on: 19 November 2018, 18:49:33 »
Also, there are a few things i think you should look at and improve (i feel like the dev had a lot of good ideas, but were to lazy to corectly implement them in the game)

There are a few physical staff:
https://www.tq-db.net/equipment/carnyx-staff
https://www.tq-db.net/equipment/faxi-staff
https://www.tq-db.net/equipment/staff-of-the-covenant

Given TQ is strongly dependant on stats for damage, why i will invest 600+ int on a staff that deals physical damage?

This is an example of some stuff that may need rework. I just pinpoint it so you could try to make it usefull.

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Soulvizier AERA / Re: Soulvizier AERA
« on: 19 November 2018, 18:36:22 »
I really loved the mod on IT. The way it expand the gameplay and add more usefull mechanic (loot orb, Heros souls, crafting etc). And the class rework, giving better synergies and usefull skills.

From the things you dont want to import from the IT version you said relic and charms on rare/legendaries. Is true it make them very powerfull... but at the same time, i feel they lack utility in the game. The only reason to use a relic or charm is to make a very good MI better (and go try your luck to find one).

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General Discussion / Re: Dvergr Runestone Drop
« on: 19 November 2018, 18:30:15 »
And i thought the devs were fixing the bugs through the patches... well thanx for the fast answer ^^

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General Discussion / Dvergr Runestone Drop
« on: 19 November 2018, 17:33:20 »
I find this item interesting for my curent build. But i have been farming for a moment the dvergr Halls, and i got non. I have not seen a single dvergr using throwing weapons. Am i looking in the wrong area? Or should i keep farming?

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