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The game is not the hardest ARPG out there but it's not easy if we talk about completing all 3 difficulties with no deaths, which is something i'm always aiming to do with my characters, because the game doesn't have an actual hardcore mode.
Also, doubling the potion cooldown was a total bs!
Then we have stupid decisions like adding some terrible and extremely tough to kill mana draining gigantes (with a mana drain attack that is impossible to avoid) in the Hades fight, making it near impossible to win without dying a couple of times... and don't even get me started with the increase spawns of gigantes just before Hades where i often got 2 or even 3 Dactyls at once. How do you deal with that on a melee character?
Does the developer even play-test his own creation, or this is some sick joke, designed to piss off TQ players?
There's a way to make a mod interesting and challenging without making the enemies have a ton of more health and deal a ton of more damage... that only will make the game more annoying that anything. The proper way would be to gradually increase the difficulty, but not by making the enemies just annihilate you with 2 hits, but by increasing the spawns in higher difficulties and by rebalancing the skills and builds that are overpowered.
I personally would leave normal difficulty as it is in the vanilla game, just keep the new hero spawns (just don't make them overpowered) and the quality of life features of course.
Maybe the mod is more fair now? I might end up trying it after all somewhere in the near future, but i can tell you right now, the first undeserved death will probably make me delete it.
Sixteen seconds (that's how much it takes, right?) to cooldown a health potion is just insane. Name a game that does that? I can tell you, if that game exist, it's not a good one.
It's bad that the TQ community is not very alive these days, because we could've had a very interesting poll on the matter. I guarantee you that most TQ players will agree with me on the potion cooldown.
Hello soa, I can't tell you how grateful I am for the work that you and the rest of the team have put in to continue the work of amgoz1! I am a massive fan who put thousands of hours into Soulvizier 0.96, and I have just recently installed your new version. I started a character using the Play Custom Quest option, and I clicked on the SVAERA_customquest ~ world01.map option and put a day or so into a character, but after I closed the game and attempted to go back in, I forgot to change the map option from EGA to SVAERA and I lost all of my skills. In the past, I would have used TQ Defiler to fix little things like this, but I am not quite sure how to recover my skill points (if it is at all possible) in the new version. Any tips or insights would be greatly appreciated! Also, thank you for adding all of the souls into the inventory of the new vendor! In the last versions of the mod, I was always looking for a way to see all of the possible heroes / souls that could be found, especially that of the Green Toxeus Uber Boss and the bosses in the secret passage (if they exist).
Is there something going on with boss life or survivability in the mod? I'm fighting the Act 2 Telkine on normal, and despite breezing through the act, I can hardly damage this boss. He seems to just outregen all my damage.
Hello soa, I think the Uber Limos boss in act 3 "Waeizhi, Scion of Winter" may be missing a soul.