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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 492561 times)

Max White

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1035 on: March 14, 2013, 03:44:14 am »

Although the bit where bosses can deal more damage than I have health... Yea, that was a fun way to die.
I knew the shade was there, I knew it had an ice nuke, I just didn't know it had so much better sight rage than I did.

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1036 on: March 14, 2013, 03:52:51 am »

Heh. Rough short answer is pretty much everything not you has base 10 infravision. Easiest way to deal with the shade is dig through wall directly above 'im, usually. If you're going the long way, though... iirc, it's the. Let me go check. Yeah, just past the little indent thingies on the far ends. Just, on the opposite side. Once you're a square past that mark, the shade can see you and will nuke you within a couple turns. You can run and try to turn the corner (you'll get freeze'd once. Wild off, keep moving.) or charge forward. Corner's usually the better idea, should be able to heal off the freeze damage before the shade makes it to you.

Or, put this way:
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Max White

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1037 on: March 14, 2013, 03:56:46 am »

See in the past I just ran a golem-drone in to take the nuke, then while it was frozen and getting targeted by the shade I would sent in my alchemist and heat the damn thing to death in a single spell.
I think I preform best when I have multiple disposable units... Perhaps I should give summoner a try.

Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1038 on: March 14, 2013, 03:20:22 pm »

Cool, a new version and a new trailer video in the website.
 
For the Shade i agree, digging that wall is the best method to approach it, as the distance between your character and the boss is much shorter, so you don't have to walk for several turns without being able to see him, while he has no problem to do so and bombard you with spells.

And i suggest to first complete the other starting dungeons before getting to Kor-Pul (racial/class starting dungeon -> Troll Mire -> Norgos' Lair etc...) , once you're higher level, the Shade is much less dangerous (and you could have found some interesting items helping you to destroy the boss quicker too)
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nenjin

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1039 on: March 14, 2013, 03:25:52 pm »

Gave this a run over the weekend. Quite a different style than DC:SS. I enjoyed my time but after a while I felt overwhelmed by the amount of blue, green, purple, yellow and orange drops. After I went 2 hours without finding a new piece of good gear worth using, I kinda put it down.

It's a nice game all around but it really reminded me what Crawl's difficulty adds to the experience. I found Tales a little bit too easy and overly generous with powers.

Of course, it also has largely self-directed difficulty spikes, which mitigates the ease.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1040 on: March 14, 2013, 03:28:52 pm »

Sometime your character is powerfull, have amazing items, he's crushing any opposition, you feel him ready to take over the world. It's great, you have tons of fun destroying legions.
Then he's killed by an elite in 2 turns.
:D
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Neonivek

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1041 on: March 14, 2013, 03:58:46 pm »

Although the bit where bosses can deal more damage than I have health... Yea, that was a fun way to die.
I knew the shade was there, I knew it had an ice nuke, I just didn't know it had so much better sight rage than I did.

While TOME ignores many of the stupidness Roguelikes tend to have... it still has its fair share of "Well you should have knew we were going to pull this before you possibly could have known this".

One of my most successful characters died from an unbeatable enemy that was only beatable if I knew the enemy was comming in advance.

So you have to just suck it up when the game throws unbeatable enemies at you and remember to plan for them in advance.
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Max White

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1042 on: March 14, 2013, 05:21:38 pm »

Having played archmage a few more times, I think the most important skill is helping a thief and getting that perk that lets you see guys in the dark.
Especially for shalore. The ability to turn on your shield before getting hit is practically game breaking.

Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1043 on: March 14, 2013, 05:53:19 pm »

Quote
Easy, Normal and Nightmare mode players are immune to instadeath attacks (but not Insane ones, they are insane after all)

There were real instadeath attacks before or is it refering to the regular attack that for some randomness reason could do crazy levels of damage ?

If it's about special instadeath attacks, which monsters have such thing ?
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1044 on: March 14, 2013, 06:00:47 pm »

Well, any classed monster can potentially have them, from what I recall. The player has access to several. Swallow, death blow, I think one of the chronomancy talents, probably some other stuff. Usually are a chance of instakill if you're below an HP threshold sort of thing. There's also some stuff that checks instadeath immunity despite not being an instakill. Stone touch did that at one point, ferex. Think it still does.
« Last Edit: March 14, 2013, 06:04:10 pm by Frumple »
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Re: Tome 4: Tales of Maj'Eyal
« Reply #1045 on: March 14, 2013, 06:04:40 pm »

EDIT: what frumple said.

Stoning checks against stoning resist, which the player does not have.
« Last Edit: March 14, 2013, 06:06:52 pm by Dr Feelgood »
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1046 on: March 14, 2013, 07:28:36 pm »

Ah ok thanks, i wasn't thinking at all about those talents.
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Ukrainian Ranger

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1047 on: March 14, 2013, 09:40:42 pm »

Having played archmage a few more times, I think the most important skill is helping a thief and getting that perk that lets you see guys in the dark.
Especially for shalore. The ability to turn on your shield before getting hit is practically game breaking.
Archmages should use illuminate and\or arcane eye for such tasks
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Re: Tome 4: Tales of Maj'Eyal
« Reply #1048 on: March 14, 2013, 10:05:33 pm »

Ghoul Corruptor winner (roguelike)

http://te4.org/characters/30061/tome/27d18fa3-37aa-41cc-aa53-2c4618f26a52

- No deaths.
- Didn't bother to do everything, since I wanted to play 1.0.1.
- Entered final battle at level 46.

This is definitely the most powerful character I've played. Everything died in 1 hit, except bosses who died in 2-3 hits. The final bosses died so quickly that I kinda regret closing the portals before fighting them.
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beorn080

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1049 on: March 15, 2013, 03:05:33 am »

Regarding Alchemists: The heat tree has been VASTLY improved. Smokebomb is now dual purpose, giving both a way to remove LOS and an AOE effect, heat does extreme damage and sets up the AOE effect of smokebomb, and the other two abilities give you potent buffs against anything that gets past your golem. However, if you just max heat and smokebomb, you can then max the bomb trees, run acid infusion, then just bomb (blinds everything), heat, smokebomb, (Drops massive DOT on everything), channel staff/stone touch beam, bomb again. Stay against a wall always so you can use gem portal, and bam. Remember that gem portal is about 50% of the time better then phase/teleport, due to the fact that you ALWAYS put a wall between your opponent and yourself. However, certain dungeons that doesn't really help.
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