So spells cap at 15 base. Why?
Is it to make sorc not anymore OP than it already is?
(Doesn't really help much i´d say)
Why not remove the cap (like for the stats), but handle the increase differently?
E.g. lvl 1 -> lvl 2 major difference, lvl 10-lvl 11 small difference, lvl 19 -> lvl 20 very small difference.
The smaller differences won't make it that much more powerful, since it already is at that point, but with a lot of books and ridiculously much mag you can still increase some.
Otherwise you just end up with some chest pages of unusable books.
On a side note, sorc definately needs a secondary stat it needs, like all other classes. Having just magic for health and power is insane, why would i want to spend just one point in anything else? So in the end all sorcs have same stats, just different equipment...
(i´d go for making mana shield effectivity depend on vitality stat...)
Why is that spell lvl limit there?
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The cap of 15 is there because that's what it was in the original D1. Why it hasn't been removed, I don't know, dev. will have to answer that... it's coded to allow spells up to level 127 (HDx7F)
The way most spell damage scales with level and magic is already coded to be a (slight) exponential increase; to redo this means a total rebalance. However, there are very high magic requirements to read certain books (e.g., apocalypse requires ~1000 mag to read 10 books). This is enough of a prevention of overpowering in my opinion. Plus with that much magic you could potentially read maybe 40 firebolt books; might make some page 1 spells worth using at higher levels. Not a bad idea.
There aren't many updates these days but it appears that most of the effort on balance fixes has been shifted to making multiplayer mode work. Personally I'd like to see Vitality add to barbarian damage (a hellfire feature) but at this point I doubt we'll see anything significant change
The way most spell damage scales with level and magic is already coded to be a (slight) exponential increase; to redo this means a total rebalance. However, there are very high magic requirements to read certain books (e.g., apocalypse requires ~1000 mag to read 10 books). This is enough of a prevention of overpowering in my opinion. Plus with that much magic you could potentially read maybe 40 firebolt books; might make some page 1 spells worth using at higher levels. Not a bad idea.
There aren't many updates these days but it appears that most of the effort on balance fixes has been shifted to making multiplayer mode work. Personally I'd like to see Vitality add to barbarian damage (a hellfire feature) but at this point I doubt we'll see anything significant change
Thats an avalanche of good points yet oftentimes when suggestions about Sorceror happened our developer BrightLord showed up to say things will change when the new spell system will be implemented. Once it happens supposedly equipped weapon will influence the damage of spells we cast.
Some time ago i wanted to work on rebalancing all the spells (values re-calculation) but then he said that...
Im still afraid of the upcoming changes since he said that
Some time ago i wanted to work on rebalancing all the spells (values re-calculation) but then he said that...
So just like in Diablo 3. Quote taken from here http://awake.diablo1.eu.org/bugs-and-su ... 26-60.html after i made a suggestions of spell synergies. (look up the previous page, related info there)Brightlord wrote:I think that many useless spells should be removed from game as they don't add anything.
Problem with spell damage is that it's directly based on spell level that leads to unbalanced mage that need to be blocked with immunities.
Some day spell damage should be based on weapon damage. For example level 1 fireball would do 100% weapon damage and +5% for each next level. Also casting speed would depend on weapon speed.
Im still afraid of the upcoming changes since he said that
andcasting speed will depend on weapon speed
many useless spells should be removed from game

If it would be possible to learn more effective spells, the Sorc will OP.
his Mod imo is most made for make a strong Difficulty. As I know all games around are not so Hard at PvM and if u play it long u will kill easy every trap... Ye I know thats a big pleasure of mass killing monsters without any problems but I rly want this Mod to be rly Hard.
And BTW it will be also make for PVP, thats the best point of all RPG/MMOs which people love most
The best skills are Balanced with Energy ammount so u cant get over 1000 energy to gain for ex. 20 lvl ^^
his Mod imo is most made for make a strong Difficulty. As I know all games around are not so Hard at PvM and if u play it long u will kill easy every trap... Ye I know thats a big pleasure of mass killing monsters without any problems but I rly want this Mod to be rly Hard.
And BTW it will be also make for PVP, thats the best point of all RPG/MMOs which people love most

The best skills are Balanced with Energy ammount so u cant get over 1000 energy to gain for ex. 20 lvl ^^
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