Patch X.23.0 - Assassin and Trickster Balance


#33

The list is: all of them. :stuck_out_tongue:

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 there’s been buffs to most everything since back when this vid is from.


#34

Hah, whaddaya know. Maybe I’m just a noob with this construct killing thing. I didn’t realize sin/rogue could do it too.
Thanks for the link


#35

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 prism’s magical composition or something like that.


#36

Just to kinda elaborate on this topic.
I’m gonna use a movie for a reference here but bare with me, in the film - Thor Thor says, “I come from a place where magic and technology is the [the same thing]” and think about it people that lived from the beginning of civilization to until about 200 years ago would’ve 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.


#37

Or it is a flash player game for losers that has little to no lore.
Just sayin’


#38

that’s when the community has to take over for lore smart tactic bad execution


#39

Although there are the astral wars (we only know they exist, and that’s all, nothing else about them)


#40

eh warr is only 5-6x the dmg of priest


#41

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 I’d 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.


#42

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 isn’t the place for that but adding on to what I said) maybe when you enter the game you get a prompt of what’s coming or what’s new similar to when a event is active.


#43

For classes like a knight or warrior or huntress and so on, they could use a vit mod


#44

how would that work and what about pets?


#45

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


#46

Make a post about this, it’s getting off track. If not I will


#47

2 posts were merged into an existing topic: Wiki Improvements


#48

I’ve got Disable Particles Master turned on but I get 10 min timeouts now; something I haven’t had a problem with for years. Anything else I can do?


#49

plz take this to #game-discussion:bugs to discuss it thanks


#50

A weapons mod is called attack
or dex
There’s already 2 weapons mod stats.


#51

Oh duh…
Yeah vit mod would be for abilities then


#52