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Messages - Hector

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1
A little request.. I'm currently playing the old version of this mod (0.98i) with pre AE and I see that you got rid of that damn Diablo UI in your version.. may I ask how can I do this?.. which files should I delete to revert to vanilla hud?..

2
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Sounds like hardware issue, like broken microswitch in mouse or radio with noise or other. It randomly get pressed/unpressed state, while you think what mouse button is pressed.

This actually makes sense.. sometimes in the game, the left click doesn't move the character.. you have to click for a few times to correct it.. or it doesn't open a chest or a sepulcher on the first left click.. I remember reading somewhere that it was related to the game's unresponsive mechanics.. but I also have a problem with my laptop's headphone input.. it sometimes creates static noises which I believe is about the "radio" issue you mentioned.. it could affect the performance of the mouse if its own cable is close to that input, am I right?.. 

3
Sorry that I forgot to mention I'm not currently playing Soulvizier.. I wanted to do a vanilla playthrough before getting into it..

1) Sadly no.. the char stops hitting and starts running towards behind the enemy while its still alive.. I make sure the cursor points to its hit box, but it still happens.. using shift+attack seems to be the only way to prevent it from randomly occurring, but its creates another headache (you know, usually swinging the weapon in the air for one more time even after the enemy dies).. 

2) Yeah, I only keep the button pressed for a temporary look on the ground.. anyway its only a problem for the first few levels in the beginning, so I think I can live with that..

3) I took a closer look again in the game after reading your reply.. even a light yellow would be enough but I swear they are all white.. I'm playing with dx9 option and I also turned off/down many graphical settings (my laptop is a little old).. I don't know if they have any negative effect on mastery screen.. do you have any idea what setting might cause something like this?..   

4
So... I was finally compelled to install this mess in order to give the new Soulvizier a try, as well as to benefit from some simple but crucial features such as quick casting.. anyways, I noticed 3 game-play issues with this expansion which I hope someone provides answers to..

1) Random auto-attack cancellation: sometimes holding down the left click auto attack causes the animation to cancel itself in the middle of the action (raising the weapon without hitting the enemy) and my char starts moving and runs past the enemy instead.. it usually happens with the enemies rather standing on the edges of the map.. I don't remember experiencing this annoying bug with the previous versions of the game.. it breaks the flow of the game and unnecessarily puts the char in dangerous situations..

2) Hundred copies of the same "white" item name appearing on the screen whenever the mouse is pointed to a single item on the ground.. I am using normal items filtering from the settings, so I use alt button to reveal them.. I have no idea what causes this issue..

3) Current levels of skills in the mastery screen used to be in light blue color if they were augmented by +skills items.. now however, they always appear in white color regardless.. is this a damn bug, or a (stupid) feature of this expansion?

5
I don't use Atlantis and I know I never will.. the reasons are already laid down above so I can only add that IT DOES NOT HAVE THE SOUL ORIGINAL TITAN QUEST HAS.. the same claim can be made for general atmosphere, maps, items, quests, skills, you name it..

I know that no one will agree with this part, but I also don't like Ragnarok that much either.. they should have never deviated from the original mythology in the first place.. I mean there are still many many legends/stories to be utilized in Greek mythology.. another cultural theme was never needed IMO..

Additionally, the game got buggier and buggier as the expansions came out.. performance wise, item balance wise, skills wise, everything got worse instead of getting better..

I pray for the new Soulvizier mod.. it is the only thing that keeps my attention on this game for the moment.. I hope that we will be able to play it without this worthless Atlantis addition..

   

6
Modifications / Re: modifying merchant inventory
« on: 11 October 2019, 12:33:49 »
Yeah, I'm using that mod but it doesn't alter the inventories of merchants.. it could have been really great if it did tough..

All that time farming them one by one is an exhausting chore (and most of the time not beneficial at all IMO).. not only white items should go, but their inventory capacity should also be increased by 3X amount of their original numbers if you ask me..

But I'm not sure omitting yellows completely would be a great idea.. some of the prefixes and suffixes they have can sometimes be more beneficial than the ones on green items.. particularly in the earlier levels..

7
I'm stuck in the same dilemma as well.. there is comprehensive info about the conqueror in this video by Clex (not only gear choice, but anything related to the class in general), maybe you can check that;


8
I'm gonna test the pet skills right away, you're awesome dude.. 8)

I wonder if there any chance for you to publish a merged file (Skill reworks 1.1 + Loot plus) tough.. 

9
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Vision of Death: what exactly do you mean with "non-target"? Apart from that, I think fear is okay to get enemies out of your hair for a while, and those that resist get debuffed. More of a croud disperser.

I mean the skills like War Horn or Flash Powder.. no targeting is required and you just press the hotkey to fire it immediately..
BTW, while I agree with your notion of the fear effect being useful for scattering the enemies around for a ranged character, the situation is completely the opposite for a melee type.. You want enemies to stay close to you in order to kill them, but the "fear" effect, in a sense, works in their favor and saves them from you..

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Monster Skill: I've already exchanged some skills for monster versions (Thunderball and Freezing Blast, I think), the rest seems more or less fine in my opinion. I don't know if the Fury's wave is visually different from DW, but the other two would be redundant with the new Atlantis skills, Meteor Shower (which I already changed to a much cooler version, if I dare say so myself) and Soul Vortex, which looks pretty nice and also drains (leeches) health and energy.

I haven't checked Storm mastery yet, but I definitely will..
Yes, furies' wave is both visually and audibly different from the default DW (much nicer and also covers more ground due to having more width and lenght), but I don't know its effects are whether the same. It may have skill distruption but I'm not sure to be honest.
Oh, I totally forgot that Atlantis have a very similar skill like Armageddon. Its nice that you also work on these new skills (I heard most of them are worthless in their current states) but I don't have Atlantis, only Ragnarok. Anyways, I'll eventually install it so no worries I guess.

Speaking of Ragnarok, does your other mod "LootPlus" work with it? or Atlantis is required for that? I haven't tried your "2 mods combined" version yet, because only Vanilla Overhaul seemed to be created with 1.57 Ragnarok in mind.. Again, please correct me if I got this wrong..

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I dream of an extra mastery that can use some of the nicer monster and boss skills  ;D

That would definitely be a DREAM come true  8)

10
First of all, thank you so much for this mod. I'm looking at the full changelog as I'm writing this post and I'll add my opinions/suggestions accordingly;

Soften Metal: You saved battlemages and juggernauts big time there.. I was about to abandon my battlemage due to that bs energy consumption rate. My only concern about it is the removal of the physical damage and the OA reduction debuff. I cannot depend on the fire damage aspect of the ring of flame due to being a battlemage. But the physical damage component (enhanced with all that %physical bonuses from items and skills) really helps dealing with lesser mobs (initial hit from the aura makes sure that I only have to hit them once or twice in order to take them down; including Act III normal and IV normal mobs). Also this class combination suffers from low DA, so OA reduction debuff is a handy defensive utility for battlemages. Would scaling damage penalty retaliation make up for this removal?

Eruption: Would it be possible to add some debuff to this spell? As a battlemage, I will only be benefiting from the physical damage portion of it in the later difficulties, so its not gonna be possible to use it as a damaging nuke. A debuff here (impaired aim, reduced OA or armor, reduced AS) would turn it into a viable utility for melee and archer type chars.

Overgrowth: The Nymph only casts it on the player in its current state. Can this be fixed so she can cast it on all pets, herself and the player?

Vision of Death: I am absolutely glad you adjusted the radius part. Now it will be a reliable CC skill. I have a question tough; could it be better if it was changed into a non-target skill? casters would definitely benefit from it more in this way. But I think the "fear" aspect would be a hinderance for melee chars this time. What do you think?

Lightning bolt & Chain lightning: In addition to lightning damage, incorporating electrical burn damage into it would be a great way to get prophet casters quit depending on only Distortion W. and Temporal R. to apply their dots. I mean why the hell they added %electrical bonus into Static Charge in the first place? just for the Spell Breaker's pathetic electrical dot? 

Hamstring: I remember someone in this community once said that there are only three enemy types that are programmed to run away from melee players. Machae archers, Maenad and Centaurs. So I believe the reduced movement speed penalty would only be a viable option for archers (but how many archers use onslaught instead of Marksmanship?). Melee players almost get no benefit from this utility as it is. Reduced attack speed sounds like a much more sensible debuff for them IMO.

For all the other modifications that I didn't mention: Thank you so much for your beautiful and meaningful adjustments, what else can I say? :)

One last note;

Would it be possible to integrate/exchange some of the skills monsters use into/with the player based skills?
- Armageddon fire skill from the dune raider archers.
- Distortion wave from the furies.
- Health and Energy drain nova from the Soul reaper Empusas.

11
Bumping the topic so someone can see this;

https://titanquestfans.net/index.php?topic=568.0

By looking at this thread, I see now that I made a mistake by creating a soothsayer (as a petmaster of course).
The only thing that was not discussed in there is Liche King's ability to benefit from flat pet damage bonuses from gears while he is using the skill Arcane Blast. but I think this is not a reason enough to keep going as a soothsayer.

So my question is, which petmaster class combination could be the ultimate choice here? Ritualist or Summoner? I also heard that Hunting might be a good choice but I'm not sure. BTW, warfare is out of question, because I have never been a fan of Battle Standart and the ghost warriors no matter how viable they are.

Finally, how can I remove these awful disturbing wolf sounds from the game? I can't stand their goddamn, nonstop howls and moans!

12
Yeah, those might be the reasons.. there was also a talk about benefiting from "necrosis" in order to up its damage. Anyway, I'll just ignore it and go for the other passives instead.




13
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You are sure you're not confusing negative for positive?

I wish I was...
I also remember people bashing the skill (rightfully) in the past times.. but it looks like most of the people around the net today keep stressing the importance of the order of maxing the wolves tree.. and Maul is in the second place in that order..

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Player only overgrowth had always been there.

As a bug, or as a feature? because I can swear I saw her casting it on one of the wolves as I mentioned in the previous post.
Why on earth do people keep suggesting on putting points into this skill? just for a mere amount of protection for the player? It is the pets that need protection, not the player.. Can't trust any info on the net anymore (other than this forum)..

If this new Soulvizier project happens to come to life in this summer, I'll definitely quit playing this vanilla garbage once and for all, that's for sure..

14
So I started a new char with the nature mastery and I'm considering a pet build for this one. I am still not sure about the second mastery yet, so I'm progressing as a wanderer for the time being.

Question 1: What the f*** is wrong with the Nymph? Haven't they fixed her bugs yet? or are these bugs are the result of the anniversary edition? In aggressive stance, she positions herself too far from the enemy while shooting and thus, missing the targets 95% of the time because the idiot is simply out of her shooting range. If the normal stance is picked instead, she fixes this stupidity and stays close to the player, however she does not attack the enemies this time, due to the consequences of choosing the normal stance. She is completely useless with this state of AI.

Question 2: She only seems to cast overgrowth on the player. Never uses it on other pets or herself, except for that one instance, where she used it on one wolf just for once. When is she going to properly cast it on all the party? Is there some secret that I am not aware of?

Question 3: What is this big deal about the skill "Maul"? everyone seems to swear by it suggests maxing it, but the damage and effects it provides look pathetic on the paper. Is it really worth 12 skill points? How can this skill have priority over other important skills such as plague and its synergies?       

15
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Storm - tested with a bow/spear lightning sage.

Lightning dash - movement ability like take down. No idea what is it doing in storm mastery, I'd rather asked for more reliable crowd control there.

Arc discharge - does not make wisp do any notable damage on a non-summoner when maxed. No idea how it would fare on a dedicated summoner.

Earth - tested with a physical battlemage.

Meteor rain - rocks fall in a large radius around you in random locations, physical and burn damage. Damage is poor on a physical caster for an ability with such cooldown. Inability to target makes it even worse, if it misses, you'll be waiting some 40 sec to try again.

Fire nova - don't have an appropriate fire caster in legendary to test this.

What the hell is this?? Is this a damn joke??
All this time, Earth had already CC skills while Storm did not, and this is their new content to make this game better? Still giving utilities to the former while adding stupid, meaningless skills to the latter?

I remember criticizing these trash devs back in the day for their schemes and unfortunately, most of the folks here had given me the cold shoulder for it.
It looks like now everyone is starting to see through this company's bull****. Better late than never, I guess..   

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