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Question for you, if i may ask, how many deaths you have had when was playing summoner and what class did you go? I m trying to hunt for some achievments like "hardcore" (zero deaths), and i want to have less then 100 kills count.
For now i am in Egypat lower Nile lv 24 playing warfare+nature.This version of SV deals much more damage than in TQIT SV so much that wolfes can not survive in Egypat from regular mobs without healing them. At the beginning my character had same problem but i was farming until i reached higher level so that i would not die all the time. Maybe damage in mod is bit too high.
Hello everyone,First off all big thank you to soa and everyone who has made this mod possible to play on Titan Quest AERA.I am old fan of the game and mod i've put more than 200 hours on mod and game on TQIT.I am testing this mod and i want to share some impressions.For now i am in Egypat lower Nile lv 24 playing warfare+nature.Mod plays smooth with no bugs.I have few sugestions about mod first of all soul requerment: some souls require all there atributes to be worn so instead they sould require only atribute based on the weapon that hero hasfor bows dex, for staffs int, for axes str and so on.This version of SV deals much more damage than in TQIT SV so much that wolfes can not survive in Egypat from regular mobs without healing them. At the beginning my character had same problem but i was farming until i reached higher level so that i would not die all the time. Maybe damage in mod is bit too high.Fighting in cave or tombs is very dangerous because for some reason there are atleast two heros in togetherwaiting for you. In Chirons bow quest there were 4 heros in total without counting ino.Other than that everything else is good. I will report later if i find any bugs. Sorry for bad english. Have i nice day.
Quote from: gamingbox93 on 29 April 2020, 10:20:45Hello everyone,First off all big thank you to soa and everyone who has made this mod possible to play on Titan Quest AERA.I am old fan of the game and mod i've put more than 200 hours on mod and game on TQIT.I am testing this mod and i want to share some impressions.For now i am in Egypat lower Nile lv 24 playing warfare+nature.Mod plays smooth with no bugs.I have few sugestions about mod first of all soul requerment: some souls require all there atributes to be worn so instead they sould require only atribute based on the weapon that hero hasfor bows dex, for staffs int, for axes str and so on.This version of SV deals much more damage than in TQIT SV so much that wolfes can not survive in Egypat from regular mobs without healing them. At the beginning my character had same problem but i was farming until i reached higher level so that i would not die all the time. Maybe damage in mod is bit too high.Fighting in cave or tombs is very dangerous because for some reason there are atleast two heros in togetherwaiting for you. In Chirons bow quest there were 4 heros in total without counting ino.Other than that everything else is good. I will report later if i find any bugs. Sorry for bad english. Have i nice day.Souls reqs are based on the type of damage and attribute bonuses the soul offers. Not necessarily on the weapon. In SV, some weapons and armor may require unusual reqs (eg : some axes with STR and INT, some armor with DEX and INT or STR and DEX ; there are more items like this in SV compared to vanilla). Souls follow the same rules. I tried to require all reqs sometimes (like Typhon) as a reward for hybrid characters, and because a lot of these souls are OP or very powerful, so this is for balance.A lot of souls are not really balanced now, a lot of them don't give any drawback or have a huge list of bonuses. So having more reqs is just a way to improve balance, not make it perfect.Also, I don't really like when you can equip a soul that doesn't suit your character at all, but because it is OP, it's better than anything else. So most of the time, soul reqs should be matching the bonuses (mostly the damage and the attribute bonuses).I lowered damage and resistance of monsters in this version of SV, compared to classic TQIT. Maybe sometimes, the AE boosted the monsters so it cancels my changes.
Some ideas:1. Maybe we can have a slight rescale of Mastery skill tiers. Right now vanilla tiers are: 1>4>10>16>24>32>40 (or after lvl 1: +3/+6/+6/+8/+8/+8)My idea is make the curve smoother and more consistent: 1>5>10>16>23>31>40 (increase after lvl 1 is: +4/+5/+6/+7/+8/+9)2. Scroll mercenaries (Humans) - non-timed scroll summons buyable from cities. They fight for you untill they die. This was suggested from sunnysideup886089 for EG mod and i think the idea is pretty cool. If you want to implement, i can help with making different act mercs (some of them are already done).3. All bosses like Hydra can spawn on all difficulties. I think it will make things more interesting, than waiting Epic or Legendary for a good boss fight.
For me souls reqs are okay only it was wierd to see all three atributes required to wear soul. You are also right about being OP with souls especially in early stages in game i always used that loophole and it was like meh, easy to play, smashing everything up to Greece Telkine with ease.
I am 100% sure that damage is way higher than TQIT SV and I hope that you will tweak it when you finish with act V and Atlantis as those areas of game are not even close by amount of content that other acts have.
Quote from: gamingbox93 on 30 April 2020, 07:58:19I am 100% sure that damage is way higher than TQIT SV and I hope that you will tweak it when you finish with act V and Atlantis as those areas of game are not even close by amount of content that other acts have.Also think about resistances and the fact you don't socket relics in uniques. I think it plays a role in the global impression of damage you receive.
What do you think of "lightning dash" can teleport short distances instead? The skill of the storm really does not need to get close to opponents, and in addition, there are so many close encounters with opponents in the game (fast approach to opponents and mastery of the storm is a dubious idea), this ability is used in really rare cases. And teleporting over short distances, with a reasonable cost of mana, will be in demand, since you can more effectively avoid hits The energy shield / heat shield in Atlantis for some time absorbed damage in%, and in SE in units in a complex mode. And the units, I think, are few.is it so conceived? Add batle stances to the warrior - this will give great variability and combinations with other schools. You can choose only one stance (as in a dream mastery with a trance) 1 stance (combat stance) gives armor reduction of ~ 110 and 15% for all speeds at the maximum level The 2nd stance (the position of an angry berserker) gives ~ 90 spell speed and ~ 17% the total damage at the maximum level, but reduces the resistance to physics or piercing (or something else, it's a berserker) You can combine skills from a branch of possession of 2 weapons or from the synergy of "war dance" or or remove the ability "Hew" - to save space for skills What do you think about adding the possibility of hunting:2 types of pets (different bonuses are used for hunting: traps, lures, pets), but you can choose only one of 2 (like trances in a dream mastery)1) which lures enemies (serves as a bait and is able to provoke and survive) a bear, a turtle, etc.2) serves as an assistant to drive the victim into a corner, adds to the owner the effect n% of the total damage (this can be a tiger)therefore, the connection with the hunt was completed(you can combine the spear skill (active ability) in 1 to make room for pets if the mechanics of the game are limited for this action, then it would be possible to summon 1 pet, but in random order or only for 1 pet of support (control over a certain crowd: an example is fear causing a roar of a bear) on opponents) The perfect block is a very situational skill, which is rarely used even to survive (it is usually taken by those who play through assistants or reflectors of the templar) what i suggest: absorption of ~ 50-40% damage over ~6 seconds, but reduces total damage by 40-50%, attack speed 15% and spells by 30% cd ~ 200 secso that it does require shields or cd 40 seconds, but so that the reload does work like a "trowhing knife" this will not only prevent a hit, but also give time for regrouping What do you think about these ideas?
I saw a teleport in "Destiny mod" with unique gloves and it was wonderful Warfarer mastery: I always wanted to see an aura or buff on the speed of spells (so that the possibilities for merging with magic mastery were higher) or something like that, and the speed of spells for a warrior will also not be superfluous, although not mandatory Perfect Block: What tests do need to do? Can i be helpful?