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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 492328 times)

Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1410 on: January 01, 2014, 04:21:23 am »

Carefull with the husks, i read a few bug reports about them breaking various quest completions, probably very unsafe for that reason to use on a boss or a local dungeon boss (farportal , arena)  in the current version, better wait for the next.

For the lichform, it's funny to notice i had a much harder time with a Cornac that went lichform (he died at lv44) than using a Ghoul from the start, that by nature was unable to go lich (and still won the game nicely).

Maybe it had to do with my character being very used up to then in those regen and wild infusion to get out of some difficult situations, and the lichform removing them suddenly and definitively, while when playing with a ghoul i was already used at that point in using something else to get out of health trouble.

But in the same time when i had a lich character, the animus tree wasn't existing, so that was already a healing method that was unavailable.

All in all necromancers are very fun to play, but in ToME4 like in every other RL i always find classes that comes with allies and minions more fun anyways.

« Last Edit: January 01, 2014, 04:25:10 am by Robsoie »
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Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1411 on: January 01, 2014, 09:55:33 am »

Carefull with the husks, i read a few bug reports about them breaking various quest completions, probably very unsafe for that reason to use on a boss or a local dungeon boss (farportal , arena)  in the current version, better wait for the next.

-snip-

All in all necromancers are very fun to play, but in ToME4 like in every other RL i always find classes that comes with allies and minions more fun anyways.

Thanks for the warning, I'll stick with standard bonewalls for now.

I like the necro much better than the summoner, too. Summoner's minions always felt... super-cheap and disposable, like after a while I was just tossing out flame dragon of doom.... then whatever else I had off cooldown. Necro summons seem more robust and a bit more interesting, since they can actually stick with you a bit longer. Related... the buffs to Through the Crowd are quite interesting since the last time I played, though I still don't know if I'd actually take it.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1412 on: January 01, 2014, 10:49:28 am »

Ouch, i'm currently running a Yeek Alchemist, as all yeeks they're so weak in health it's insane :D

But i managed to get it to level 20 without dying, and then accidentally i ran (pressed the wrong button as i had no intention to do so) into a Zigur patrol that showed why Oozemancers even when not under players' hands are really powerfull.

I moved to a group of trees to avoid the line of sight of a nasty looking zigurian, while my golem was going to it, and after that move that put me in safety ... Eidolon is loading.

Looking at the log i saw what happens, on the turn i moved, the guy threw some nasty acid thing that dealt 200 damage to my character (hilarious that i took out a +16% acid res helm to put Garkul's one to benefit from a strength increase in order to put something my yeek was too weak to carry) .
And then, one of his slime that just spawned shot me for more than 200 damage.

Getting over my poor yeek health (and i put lots of points in constitution but Yeek have never enough anyways).

And that at level 20 , i dread to think what those npc Oozemancers can do when in higher level.
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Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1413 on: January 01, 2014, 01:51:25 pm »

Well I'm running an Oozemancer and a Fire Archmage at the same time, and it's hilarious how much more powerful the oozemancer is. With the archmage I constantly fear for my life, fleeing at the slightest danger since it's just so damn fragile.

My fight against the Sandworm Queen was the absolute nadir, I only survived because I had a cloak that allowed me to die at -50 HP. I was below 0 three or four times, and the last encounter consisted of me being constantly blinded, throwing all my CC and damage at the place where I suspected the Queen was since my teleport was on cooldown, and my vision was range 2, which is hilarious when you think about it and horrifying when you are playing. I haven't died by some miracle, but I'm about to face the Minotaur, and I still can't find a source of removing mental effects.

The oozemancer just oozes his way through hordes of various enemies along with his merry oozes, while being constantly healed by two auto-use regen infusions.

I'm not calling for a nerf on the oozemancer, heavens forbid, I like that there are classes which are easier than others since sometimes you just want to blast stuff. I just wish the Archmage had a bit more high-range stuff. Fireflash is such a bad spell, damn.
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What a strange and beautiful world I beheld, but dangerous too, I was certain. And I was friendless and homeless. And so I prayed.
"Hear me, exalted spirits. Hear me be you gods or devils, ye who hold dominion here. I am a wizard without a home. I am a wanderer seeking refuge."

Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1414 on: January 01, 2014, 03:11:44 pm »

Actually IIRC all rares and possibly uniques, are generated as Adventurers. And I was certain the Solipsist talents were excluded from the Adventurer class, since solipsist rares were also bullshit, but I just went and made an Adventurer, and they aren't? So I guess I'm finally going insane.

It would still be either a matter of excluding certain oozemancer talents, or possibly just limiting the maximum level of Oozemancer talents on the Adventurer to, say, level 3, if you wanted to balance oozemancer rares.

But yes, some rares are so much more powerful than others, running into the wrong type can absolutely crush your character.
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What a strange and beautiful world I beheld, but dangerous too, I was certain. And I was friendless and homeless. And so I prayed.
"Hear me, exalted spirits. Hear me be you gods or devils, ye who hold dominion here. I am a wizard without a home. I am a wanderer seeking refuge."

Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1415 on: January 01, 2014, 04:04:34 pm »

My Yeek Alchemist is really incredibly squishy, i improved his constitution to 40 but still he's near dead simply in every battles featuring anything strong that can shoot at a distance and can ignore my golem.

Died 2 times in a row against a "bringer of chaos" that is absolutely nothing special for a bringer of chaos (i got much stronger one in previous games), and why i decided to give another go at it (as in i'm 100% certain i would have killed it easily with ... any other character) but due to the very low health of that poor yeek is able to kill him before his own health goes to 0

Looks like out of my Yeek Summoner that won some times ago (my only yeek winner), i have yet managed to find any yeek for me able to survive when the game start to spawn semi strong enemies instead of the usual chaff (that he had no problem with, the golem doing a great job, even better than the bombs)

Too bad, it's so great to level up that quickly but the cost is really heavy on the health for most combo.
Though i guess Oozemancer could go well too, as they're even stronger than Summoners

It reminds me my attempt at a Yeek Berserker, oh the hilarity in being 2 hit killed by the very first monster i rushed :D
« Last Edit: January 01, 2014, 04:06:17 pm by Robsoie »
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1416 on: January 01, 2014, 04:35:42 pm »

Actually IIRC all rares and possibly uniques, are generated as Adventurers.
Nope. What happens is that they can get more than one classes. I think rares and actual adventurers/ziguranthi only get one, but stuff like farportal bosses (orange critters in general) can get more than one. Almost always two, but I think it may be incredibly rarely possible to get three. That's all there is to it. Which classes they end up with is completely random, barring stuff that's been actively disallowed.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1417 on: January 01, 2014, 05:26:11 pm »

To my great surprise, i managed to clear the crypt and save Melinda, with my very squishy Yeek alchemist.
Though there were many near death situation (thanks for the life tap skill that allowed me out of despair and out of other healing to get a few health from my golem).

Oh and i have a cat too, got it from some random event on the worldmap while moving toward Daikara.



Too bad there's no interaction with the cat or between Melinda, the cat and the servant, could have been funny.
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1418 on: January 01, 2014, 05:43:48 pm »

... oh gods. Why has no one informed me the butler is a tentacle beast? I've missed out on so much innuendo ;_;

Incidentally, yes, despite having played T4 since single digit betas, that is the first time I've seen the servant's icon. Now excuse me while I ass-ski down a mountain backwaaaards.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1419 on: January 01, 2014, 06:13:17 pm »

Yeah, the servant is a holographic Sher'tul (the Weirdling Beast at the Fortress door looks like a degenerated Sher'tul too), with enough energy you can ask him to look like something else if you wish if the thing gives you nightmares :D
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Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1420 on: January 01, 2014, 07:53:04 pm »

It's completely invulnerable to everything, too. Once I had a farportal escapee that had ... one of the gravity things, maybe irresistable sun, that pulled Alfred into the hallway, sealing me in. Protip: You can't teleport in the fortress. You can't dig in the fortress. You can't recall out of the fortress. You can't push Alfred out of the way. You can't reset Alfred. Instant game-ender.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1421 on: January 01, 2014, 10:35:14 pm »

Eh, debug mode woulda' gotcha' out! And for cases like that, debug mode and a bug report is the proper reaction, heh.
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woosholay

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1422 on: January 02, 2014, 08:07:30 am »

is it just me or RNG in this game is ridiculous, drop luck is one thing but getting wrecked over one turn by a single rare spawn is just too much.

200 dmg mind sear and 3 (!) hits for 70~ each at 13 lvl, wat.
« Last Edit: January 02, 2014, 08:09:09 am by woosholay »
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Ukrainian Ranger

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1423 on: January 02, 2014, 08:16:18 am »

This game, as well as any other self-respecting roguelike have moments like - when you see that kind of monster, turn on all defensive options and run for your life

That includes some rares
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woosholay

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1424 on: January 02, 2014, 09:37:17 am »

Problem is, it was some random rare spawn, that had teleport among other things, i just died in one turn without able to react, this is bad design. What's the point of roguelike difficulty then, if you can die at any point with 0 chances of survival
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