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Messages - nargil66

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New Projects / Re: Deities Mod - Development Thread
« on: Today at 04:06:39 »
There are more things done in the mastery last few days, but its mostly balancing the skills. I think to stop showing more spoilers for Ares before the demo release.
Instead, here is a video of a test skill for Artemis - Slow Missiles. You remember the Amazon skill from Diablo 2? Well, this one is similar:

I used Earth Enchantment as base so you can better see the arrows. The projectile base speed in the video is reduced from 20 to 1, but the real skill will not be so OP. There are several myths where Artemis send winds as punishment. Archery is her speciality, if she can bless arrows to fly longer and faster, why not also curse?

New Projects / Re: A Few Bug Fixes AE & Ragnarok
« on: Today at 03:48:42 »
Thanks for doing the devs work, I hope they implement your changes.
Btw, thank you for the 3DSMax tutorials too 8)

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 22 October 2018, 14:00:35 »
I decided to give the helmet and armband of each set +1 to each mastery instead of +to pet skills.

I can add +to individual skills as a artifact creation completion bonus, though.

So is it better/less OP have +1 to each mastery, or +1 to a single mastery and a +2 to a random skill in the other mastery?

I like the second idea - +1 to single mastery + random skill for each piece. Less powerful than before, but i think it's balanced. Or maybe +1 to single mastery and +2 to to two different skills?

Modifications / Re: Idea - Stealth
« on: 21 October 2018, 15:52:34 »
...and i think that warfare dodge skill is out of place.. should've been on rogue
I was thinking the same way... untill I wached again the fight between Achilles and Hector. Alot of dodging there. Idk how accurate it is, but its awesome :)
The original Dodge Attacks skill was called Parry, maybe it was to work differently. If i was to make a Parry skill, it would be something like % chance of 100% Physical resist or somenting like that.

Modifications / Re: Idea - Stealth
« on: 21 October 2018, 01:43:06 »
The closest skill to stealth concept that i know of is Phantom strike, but it is too fast to work as real sneaking.

New Projects / Re: Deities Mod - Development Thread
« on: 20 October 2018, 11:55:07 »
Tweaked the androktasiae tiers more, and made a blade throwing skill for them:

Today I had an idea how to make them REALLY wield 4 swords in 4 hands, but have to try it first to see if it will work.
If i succeed, I'll remove the floating swords, look wonky sometimes.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 19 October 2018, 23:05:35 »
Hey BG, just got an idea for a skill, but i'm not sure if possible to make.
The idea is - Slow Missiles skill, like in Diablo 2 :). How it should work on theory:
You summon an invisible pet, which dies immediately and spawns its own stationary pet (say, a totem), BUT... in the summon template there is an option that the second pet will change alighment after masters death. So upon the invisible pets' death the totem becomes "your enemy". Not the tricky part - the totem casts an toggled buff aura on other enemies, which gives a weapon enchantment with no effect attached and different levels, each connected to a projectile file with DECREASING base projectile speed... As a result emeny arrows fly slower.
Do you think it will work?

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 19 October 2018, 08:46:39 »
This is cool stuff, I like how so many things in LoC are interactable and coming to life!
An idea about the -% dmg from devices on Rogue - it can affect chest spell traps somehow, if it doesn't already.

Other Modifications / Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« on: 18 October 2018, 21:56:28 »
I'm not sure how to make some of your ideas. Yes, I have considered before to remake the UI. Right now I have other priorities, but in future I'll try for sure.

New Projects / Re: Deities Mod - Development Thread
« on: 18 October 2018, 21:39:39 »
Guess i'm going full Ares;)...wonder what it would be good mix with that?

I'll leave the rest masteries from vanilla, so you don't have to go single mastery. Only if you want yo :)

Today I worked more on the standard bearer's skills, effects and animations. The horse is more fiery now, as I intended originally:

Other Modifications / Re: [MOD] Enhanced Gameplay for TQ: Ragnarök
« on: 18 October 2018, 02:24:59 »
Any chance you still plan on releasing a version with X more mobs but just 1 boss?

Yep, I will, after the demo of my mastery mod is ready.
Edit: how many X more you have in mind?

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 17 October 2018, 16:44:29 »
So you all need to design your boss versions and post them so I can put a series of boss fights to get to the uber boss. :D
If Prosoro is an uber mummy, ill be a red skinned machae... you know what i mean :P 
Spawning/sowing others of my comrades...
Nargil, Corrupted Warpriest :)

Edit: Drops some kind of helm if possible.

New Projects / Re: Deities Mod - Development Thread
« on: 17 October 2018, 08:56:26 »
Fixing and tweaking continues:
- Call of Phobos has new sound and visual effects. The vanilla war horn sound is used by the Standard Bearer pet.
- Major change on pet levels - after testing, 40 pet levels are just too much. I reduced them to 24 levels.
- Androktasia gains more skills as she increases in levels.
- Standard Bearer can now fight along you, aside from buffing you.

Edit - Here is new Horn of Phobos:

New Projects / Re: Deities Mod - Development Thread
« on: 15 October 2018, 21:08:45 »
I did alot of tweaking last two days, and still there is much left to do. The missing button in Ares skill tree is "filled", there is a new passive skill for shields there.
Many other changes, but most are minor fixes, so i cant even remember what they were lol.

Ideas and Suggestions / Re: Version 2 Development LOC
« on: 15 October 2018, 15:26:08 »
Frightening Power - I find the 1-3 seconds of fear underwhelming. Maybe the duration can increase on lvl?

Transmutation - maybe can give +% bonus to Elemental Retaliation.

Energy armor - this skill is too energy expensive for the effect it does.

+1 for Croc's ideas about Seal of Fate and especially mines. Make mines pets? I don't know how they will perform tho.
Or another pet variant - they can be pets with the explosion cast on death, so you can choose when to trigger them. If you place another set of mines, first ones "die" and explode.

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