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Code Update 8/2/2016 Q&A https://shatteredkingdoms.org/forums/viewtopic.php?f=22&t=26097 |
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Author: | Dulrik [ Wed Aug 03, 2016 9:19 am ] |
Post subject: | Code Update 8/2/2016 Q&A |
Read the announcement here! |
Author: | Karvik [ Wed Aug 03, 2016 5:00 pm ] |
Post subject: | Re: Code Update 8/2/2016 Q&A |
These changes look really awesome imo, I'm excited to try a few of them out! |
Author: | Karvik [ Wed Aug 03, 2016 5:04 pm ] |
Post subject: | Re: Code Update 8/2/2016 Q&A |
The spellpower bonus animates basically means that the animates are stronger or weaker based off of the necro's spell power rather than just level? Or is your spell power just added into the strength of the animate and the level of corpse? |
Author: | Edoras [ Wed Aug 03, 2016 6:25 pm ] |
Post subject: | Re: Code Update 8/2/2016 Q&A |
Dulrik wrote: And there is more to come soon! Any hints as to what area of the game this "more" might be?
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Author: | Dulrik [ Wed Aug 03, 2016 7:10 pm ] |
Post subject: | Re: Code Update 8/2/2016 Q&A |
Karvik wrote: The spellpower bonus animates basically means that the animates are stronger or weaker based off of the necro's spell power rather than just level? Or is your spell power just added into the strength of the animate and the level of corpse? It means that animate special abilities such as chill touch and paralyze have a better chance to land now. It's based on the power of the animated dead, not the necromancer's personal spellpower. |
Author: | Dulrik [ Wed Aug 03, 2016 7:10 pm ] |
Post subject: | Re: Code Update 8/2/2016 Q&A |
Edoras wrote: Dulrik wrote: And there is more to come soon! Any hints as to what area of the game this "more" might be?Some additional things for tribunals, a few more class ability tweaks and some bug fixes are next on tap. |
Author: | Edoras [ Wed Aug 03, 2016 7:57 pm ] |
Post subject: | Re: Code Update 8/2/2016 Q&A |
Thanks! |
Author: | ObjectivistActivist [ Sat Aug 20, 2016 2:06 pm ] |
Post subject: | Re: Code Update 8/2/2016 Q&A |
This makes me want to play a griffon paladin again. |
Author: | gergi [ Tue Aug 15, 2017 6:10 am ] |
Post subject: | Re: Code Update 8/2/2016 Q&A |
This is old, but I can't make sense of it. Why did dwarves get prone resistance and not giants? Dwarves should not have it at all, and giants should if any biped race does. There are already enough benefits to playing a dwarf vs a giant. |
Author: | Yed [ Tue Aug 15, 2017 8:27 am ] |
Post subject: | Re: Code Update 8/2/2016 Q&A |
gergi wrote: This is old, but I can't make sense of it. Why did dwarves get prone resistance and not giants? Dwarves should not have it at all, and giants should if any biped race does. There are already enough benefits to playing a dwarf vs a giant. I'm curious the theories behind your dwarf v giant assessment. Historic numbers have generally seen more dwarven spellcasters than giant spellcasters. But otherwise, pretty much all metrics for racial representation as long as we've recorded it has shown giants to be vastly more popular selections for adventurer and warrior classes. Up until this update, dwarves + centaurs + minotaurs have consistently been the least-popular/least-played races in the game as a whole. Other changes including the prone changes and reduction to enhanced damage have hurt the giant brand a little bit, but still do not appear to have substantively changed the metrics described above. |
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