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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 492940 times)

ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #420 on: October 01, 2011, 10:37:38 pm »

Ok, I withdraw (partially) my former statements. Doomed are quite mighty. It's just the magic talents that don't cut it. Dark sustenance/Force of Will/Punishments are great (force of will is particularily fun. *feels like Darth Vader, smashing enemies around*). Their only real drawback is the one common to all the cursed: Hate drain, which makes trips to and from town really annoying. Really, really annoying. Ridiculously so. (I got around this by rigging Seethe's cooldown to be much lower, so that I could recover a minimally acceptable level of hate when I got back to the dungeons). Even so, it's arguably easier to build it up than with the cursed.
Anyway, other than that, it works fine. I even had successes with adventurer parties, barring the initial one which turned sour (and costed me a life). But that was lack of custom more than anything. My new strategy consists on hitting the movement infusion as soon as the map loads, getting to the exit (or to a suitable cover) and then try to tackle the adventurers one by one (madness helps with this. High level blast helps a lot more, as it can send each hero to one corner of the screen.


I embarked on this build after I saw a Doomed NPC (of an adv party) send a good chunk of my minions through kingdom come with an AOE skill which I've later identified as "blast"-




Geez the disappearing dungeon one sounds harsh.  Do they vanish as you play or is it just wonky at generation?  Maybe I can walk around and cross check with a Tome4 world map for dungeons.

They can both vanish as you play and during map generation. I've seen both happen.

In fact, I've seen "vanish-as-you-play" more frequently.


PD: I have to ask: What's the point of "using a magic item places all antimagic on cooldown" if you CAN'T use magic items when you take antimagic?

Bah, I'm restarting. I'd rather have the best of both worlds (read: movement infusions, shields, and teleport staves) than the lousy antimagic tree. A decent shield rune attuned to will or con can save your life if you roll badly on the freeze resistance roll.
« Last Edit: October 01, 2011, 11:23:35 pm by ChairmanPoo »
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DeKaFu

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Re: Tome 4: Tales of Maj'Eyal
« Reply #421 on: October 02, 2011, 01:55:12 pm »

Is there anywhere with a remotely up-to-date list of the possible egos and what they do?
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ChairmanPoo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #422 on: October 02, 2011, 02:40:54 pm »

Not to my knowledge, which one are you wondering about?
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DeKaFu

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Re: Tome 4: Tales of Maj'Eyal
« Reply #423 on: October 02, 2011, 02:47:49 pm »

No one in particular, I'm just having a hard time keeping them straight and remembering which ones to care about on a given character.

That's too bad.
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gogis

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Re: Tome 4: Tales of Maj'Eyal
« Reply #424 on: October 02, 2011, 08:51:57 pm »

My Cursed dwarf seems pretty strong to me. I've got an artifact shield, ring, 1h ax and body armor though, along with some other decent stuff. On anything except for bosses he hardly takes damage due to all the armor and defense and the Gloom makes it easy to kill crowds of stuff while regenerating health from Dark Form. My infusions are: 1 200+ hp regen, 1 status cure/resistance, and 1 instant heal (which used to be a second health regen until I found the instant heal with as much health restoring power as the previous regen infusion)

The start as a cursed dwarf was very tough, I relied on Norgan to do most of the work on the escape from Reznor and I had to start over several times as the boss in that kept killing Norgan and then quickly myself.

I'm at level 18 and just killed the giant minotaur in the Maze. I had to use the stairs once to beat him.

I've put a lot of general skill points into the cursing of items, but due to finding so many artifacts and my reluctance to switch from them it hasn't been as useful as I had hoped.

That is exactly what called weak. With berserker dwarf you have breeze in first dungeon, kill maze boss whenever you pleased and doing antimagic quest at level 10 (yes, killing 27 level orc corrupter in the end). I was cursing while I've been playing cursed all time. Sooo underpowered. I just gave up after dying 5 times in a row at start. Norgan dies - I die.
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baruk

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Re: Tome 4: Tales of Maj'Eyal
« Reply #425 on: November 08, 2011, 05:04:31 am »

 Bump. So I just started playing this the other day. It's fun when you start a new dwarf warrior on insane difficulty, and the game dumps you next to an orc wyrmic, who proceeds to one-shot you.. I'm having more success with a halfling alchemist at the moment, lots of delicious tactical options.

Seriyu

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Re: Tome 4: Tales of Maj'Eyal
« Reply #426 on: November 08, 2011, 05:16:39 am »

The game isn't really meant to be played on insane unless you like dying over and over again for very little preventative reason from what I understand. It's there for masochists. :p

baruk

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Re: Tome 4: Tales of Maj'Eyal
« Reply #427 on: November 10, 2011, 07:20:52 am »

 I managed to get the level 10 (insane) achievement with my Halfling Alchemist, before getting killed by a bunch of wretchlings in the Daikara. Alchemist is by some distance the most powerful starting class I've played so far.
 On insane, your main character is normal, rather than elite. I'm not sure what advantages elite status confers at the moment, but it seems significant that the alchemist's golem still gets to be elite on insane difficulty - perhaps a loophole that has been overlooked.
The game isn't really meant to be played on insane unless you like dying over and over again for very little preventative reason from what I understand. It's there for masochists. :p
This sounds like a challenge to me.. I've now managed to get a summoner to level 4, which is promising - getting through the early game seems to be the toughest part, other classes I've played just seem to lack enough killing power to take down the level-boosted creatures.
« Last Edit: November 10, 2011, 07:40:23 am by baruk »
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Kaleb702 Games

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Re: Tome 4: Tales of Maj'Eyal
« Reply #428 on: November 21, 2011, 09:06:27 pm »

The one thing I don't like about it is that unlike most roguelikes, I feel upset when I lose a character.

But that's probably just because it's so awesome.
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baruk

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Re: Tome 4: Tales of Maj'Eyal
« Reply #429 on: November 27, 2011, 02:04:08 pm »

I've now managed to get a summoner to level 4, which is promising
That summoner bit the dust at level 11, he got ambushed in the wilderness by a level 30 (or so) alchemist. Things seemed to be going quite well when I managed to take down the golem, until I realised I was also facing an invisible high level mage nuking all of my summons to death with temporal damage - before long all 6 were knocked out and on cooldown, leaving me defenceless.
 To get around the ambush problem, I came up with a lower risk approach to navigating the world map - make sure you've explored everywhere and signed up for every available quest at level one before you've even killed your first monster. If you die, then you lost a level one character, no big deal.

Neonivek

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Re: Tome 4: Tales of Maj'Eyal
« Reply #430 on: November 27, 2011, 02:12:14 pm »

I realised that I am going to have to unlock all the classes and races I unlocked ALL OVER AGAIN.

This makes me unhappy.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #431 on: November 27, 2011, 02:35:35 pm »

Oh, didn't noticed earlier, but 5 days ago beta35 was released.
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gogis

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Re: Tome 4: Tales of Maj'Eyal
« Reply #432 on: November 30, 2011, 05:47:02 am »

Tales of Maj'Eyal beta35 aka "Saving Wilders"
...
Autoexplore !  :o

Omg, thats huge, going to check it asap.
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gogis

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Re: Tome 4: Tales of Maj'Eyal
« Reply #433 on: November 30, 2011, 05:48:53 am »

I realised that I am going to have to unlock all the classes and races I unlocked ALL OVER AGAIN.

This makes me unhappy.

You can unlock manually by editing some text files and adding several strings with class names (thats what i do)
Also your unlocks should persists if you have online profile.
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Neonivek

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Re: Tome 4: Tales of Maj'Eyal
« Reply #434 on: November 30, 2011, 09:26:45 am »

I realised that I am going to have to unlock all the classes and races I unlocked ALL OVER AGAIN.

This makes me unhappy.

You can unlock manually by editing some text files and adding several strings with class names (thats what i do)
Also your unlocks should persists if you have online profile.

Lucky for me I already unlocked all my missing classes. It was only two.

Still sad that one of my characters, my best character who I was able to essentially skip 3 dungeons by accident with, died because of an arena fight (That I couldn't back out of).

Why is sparing to the death?

Though my current character is great, except I don't think I am doing it right.
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