So now i gotta ask your opinions....We’ll boost them for the next update: HH +3, weapon acc +15%, dodge: 10%
With the bonuses from Hard Hit, Weapon Accuracy, and Dodge being raised, do you feel like they are worth getting? And why?
So now i gotta ask your opinions....We’ll boost them for the next update: HH +3, weapon acc +15%, dodge: 10%
The skills themselves are a nice option for newbies or people who know they want to take followup skills later anyways. In the start, even more with the upgrade, a level in hard hit makes a HUGE difference, since base AD is only 1. I would never take HH or WA or Dodge early on though, IF at level 5 for maximum effectPyrizzle wrote:So now i gotta ask your opinions....We’ll boost them for the next update: HH +3, weapon acc +15%, dodge: 10%
With the bonuses from Hard Hit, Weapon Accuracy, and Dodge being raised, do you feel like they are worth getting? And why?
The game is still a masterpiece in progress and there will be many changes coming up. I understand what you are saying but i hope you will at least be pleased that we gave you fair warning before you invested SPs and lost out on some stat points. As the game gets developed some things might end up getting nerfed and some will become more powerful, nothing is set in stone. A lot of stuff has been changed or moved since i started playing which is why i start new builds each time a new update comes out.Thystonius wrote:The skills themselves are a nice option for newbies or people who know they want to take followup skills later anyways. In the start, even more with the upgrade, a level in hard hit makes a HUGE difference, since base AD is only 1. I would never take HH or WA or Dodge early on though, IF at level 5 for maximum effectPyrizzle wrote:So now i gotta ask your opinions....We’ll boost them for the next update: HH +3, weapon acc +15%, dodge: 10%
With the bonuses from Hard Hit, Weapon Accuracy, and Dodge being raised, do you feel like they are worth getting? And why?
It is good the skills get balanced. I do not see much need for evasion, but I might as well take it later. Dodge is hence not so important, since for Bark Skin I need base BC.
Since I want Cleave I might as well wait for the boost...
EDIT: shouldn't skills work in this way: instead of a permanent upgrade when you take a skill, with whatever the skill gives at that moment, the game should have variables that canbe altered later on? So if something is overpowered and gets nerfed, all player characters who took the skill are affected and not only the ones who take the skill after the nerf. Seems silly people have to wait for the update before taking HH, WA or Do... writing a patch to give back skillpoints is only a lot of work, but changing the way skills are applied to character is a sustainable solution. Just saying...
There is absolutely no disadvantage to leveling up continuously, I try to save up Skill points so that if something comes up later i can get it without having to wait to gain a few levels firstFiresoldier wrote:So we should wait to use our skill points for WA, HH and dodge until the next update is released, but we'll have no disadvantage just by leveling up continuously, right?
You are totally missing my point and defending the developers against an imaginary attack. I am trying to say, if any of the developers have some time amongst the huge to do list, it would be a great sustainable solution to create a variable for each skill, that is affected realtime by improvements or nerfs. When skills are coded that way, you can not end up with a character with overpowered stats. Just like with equipment, if existing equipment gets changed, everybody owning such a piece notices, right? Or do 'old' and 'new' versions of the same pieces also exist?Pyrizzle wrote:The game is still a masterpiece in progress and there will be many changes coming up. I understand what you are saying but i hope you will at least be pleased that we gave you fair warning before you invested SPs and lost out on some stat points. As the game gets developed some things might end up getting nerfed and some will become more powerful, nothing is set in stone. A lot of stuff has been changed or moved since i started playing which is why i start new builds each time a new update comes out.Thystonius wrote:EDIT: shouldn't skills work in this way: instead of a permanent upgrade when you take a skill, with whatever the skill gives at that moment, the game should have variables that canbe altered later on? So if something is overpowered and gets nerfed, all player characters who took the skill are affected and not only the ones who take the skill after the nerf. Seems silly people have to wait for the update before taking HH, WA or Do... writing a patch to give back skillpoints is only a lot of work, but changing the way skills are applied to character is a sustainable solution. Just saying...
Oh! and no-one said you "have to wait for the update before taking HH, WA, or DO" you can still do it. ^_^
happy hunting!
Hmm, still not what I am trying to get across.Pyrizzle wrote:IMO i think that doing that would cause players to feel like their hard work grinding wouldn't have much payout in the end. What i find fun about Rogue RPGs is that it's very hard at first and after spending some time building up your player you can start to feel really powerful. Once i get too overpowered that's the time that i start over and try out a different build.
With more updates somewhere down the road the NPCs will get harder and harder, which will give the high level players something to be challenged by.
It depends on how many times you hit.zhuo wrote:Hard hit is too weak as a skill by itself.
I have v0.7.0. Does it means changes were declined? Or developers delayed them until next update?We’ll boost them for the next update: HH +3, weapon acc +15%, dodge: 10%