If thatās all you got then this is a ridiculously weak argument. The prot heals and can perma armor, so why is the jugg still one of the most sought after items if this one is better? Itās balanced by the class, people still play the warrior because it has literally 10+ times the dps of a priest, just like people will still play the wizard over a trickster because of itās range and the spellbomb picking up whatever slack it has.
Patch X.23.0 - Assassin and Trickster Balance
I think so. was just testing it and you have to go in deep to plant bombs, which does require a certain amount of risk if you dont have p2w pet. the timing will probably take a bit to get used to.
that being said, trix can be added onto the list of chars that can solo kill constructs (not sure if there actually is a list).
It wouldnāt have gone through a month+ of testing and made it into the game if Deca decided it wasnāt balanced.
I would argue that itās completely balanced given the drawbacks of using it, no decoy and requirement to stand on them.
The list is: all of them.
Has been since basically ever (this vid is from 6 years ago before ninja was a thing, before MP pets were a thing):
Possibly only priest nowadays would rely on a rare UT (eg. bulwark or the pain tome) to manage it. Fairly sure everything else can do it with just tiered equips since thereās been buffs to most everything since back when this vid is from.
Hah, whaddaya know. Maybe Iām just a noob with this construct killing thing. I didnāt realize sin/rogue could do it too.
Thanks for the link
I think the prisms are supposed to refract light so that a decoy appears to be somewhere even if it is just a trick of the light. How a prism gives you the ability to teleport yourself is quite mysterious; I would assume that that part is magic based, meaning the prism itself has magical attributes, so the decoy likely involves magic as well, not just technology. As for exploding prisms, they probably involve magic. The ghostly prism is from the ghost of a pirate king after all. The encore prism is probably partially tech based because a puppet master is kind of like an evil genius, so he may have altered the prismās magical composition or something like that.
Just to kinda elaborate on this topic.
Iām gonna use a movie for a reference here but bare with me, in the film - Thor Thor says, āI come from a place where magic and technology is the [the same thing]ā and think about it people that lived from the beginning of civilization to until about 200 years ago wouldāve thought that any technology invented in the last DECADE was magic. Apply that to prod. Maybe this primitive looking game with mideveal character names might actually be an advanced civilization fighting creatures with realistic consequences. I actually make a post about this.
Although there are the astral wars (we only know they exist, and thatās all, nothing else about them)
We fixed the mass DCs, but there is still another issue which for now, until we can push a fix next week, can be worked around by turning on Disable Particles Master.
Maybe every class at once, but more likely a bigger portion at once. For example, personally Iād like to rework wisMod on priest, paladin and mystic to have more impact like the newer formulas for sorcerer and necromancer.
Already answered that here for the most part. PT was a good first step and will continue to improve, while we are also working on a more refined roadmap.
I would love to see that too maybe even a wismod for every class although I have no idea how that would work for say knight or worriar
New roadmap? Exited!
Yes like I said PT was a good first step maybe a suggestion (I know this isnāt the place for that but adding on to what I said) maybe when you enter the game you get a prompt of whatās coming or whatās new similar to when a event is active.
Same as wis mod but with vit (heck, make it effect weapon instead of ability, katana, sword, and bow all would use a vit mod on their weapons while dagger, staff, and wand classes use a wis mod on their abilities, also certain classes would have both (but maybe a smaller cap on both vit and wis) of course base weapon damage for vit mod classes would have to be lowered