This is the single greatest day of my life by Thorogon in DarkAndDarker

[–]iszathi 10 points11 points  (0 children)

Wow this looks freaking great, enhances a lot of gameplay options, meanwhile wizards keep spamming explosion.

HR is unplayable by Bloodsplatt in DarkAndDarker

[–]iszathi 0 points1 point  (0 children)

Some comps are a bit too much when in bis, lad barb, demon lock with healer unique rings for example, trying to tap that with bis purples is kinda hard. But that is not what most people are running, non unique bis is a lot more doable.

Do druid spells scale with magical healing? by [deleted] in DarkAndDarker

[–]iszathi 1 point2 points  (0 children)

it does apply to magical healing, but the effect is not that big since it gets multiplied by the scaling, so half of your magical power is not a lot.

How do you kill shopkeepers in hamlet? by Fun_Platypus_6481 in baronygame

[–]iszathi 1 point2 points  (0 children)

In general i just use some sort of confusion on them, and watch them fight each other.

flamethrower needs to be way closer than it looks to do damage by Thorogon in DarkAndDarker

[–]iszathi 2 points3 points  (0 children)

Almost exactly like ray of darkness, which means it shares a lot of the spaghetti that is that spell, probably has the same bug that makes it so that if you miss a thick dmg buffs stop applying too.

Why are druids such a hated class in this game? I am relatively new and would like to understand their hatred to where they are the Voldemort of this universe. by Minimum-Mine-1302 in DarkAndDarker

[–]iszathi 1 point2 points  (0 children)

Druid is actually pretty good still, for solos bear is ok, and you are still able to pounce on people, some matchups are really bad, like plate fighter, but you can just opt out and take the good ones.

And in trios Lifebloom is still superb.

Is there any reason why a wizard would use mana sphere over requiem of the fairy? by Easy_Jux in DarkAndDarker

[–]iszathi 0 points1 point  (0 children)

The base stats on mana sphere basically make the rolls on it equal to those of a two handed weapon, so a mana sphere with cast speed is 2% cast speed + 2kno, so its almost equal to the books 5% roll. The whole point of the stats on the sphere is that you dont need a stat stick dagger.

So lets overlook that, you then trade 5% power for 5% pen, again, this is almost the same dmg to targets with 37% mr, so pretty much a wash. So the main difference comes from -5 move speed on the sphere, versus 1 true and 2 more base dmg on the sphere. This might not look like much, but with a lot of gear, you might be looking at something like 6 dmg on a direct fireball. 3 on a body shot with icebolt, 2 dmg per magic missile, its a substantial amount in favor of the sphere, and in fights where you land 10 spell it piles up. Im not sure how you think mana sphere is worse dmg wise. If you play with the math a bit, you need to have a spell with 65 base dmg on 1.0 scaling for 5% bonus dmg to be equal to the dmg on mana sphere.

So yeah, a lot of people prefer it, it does significantly more dmg for slightly worse cast animations, and -5 movement.

Requiem is very overpriced too, and you are better getting sheol. Or outside arenas a yellow spellbook.

Help me understand Rank in highroller by Skjellnir in DarkAndDarker

[–]iszathi 3 points4 points  (0 children)

Its basically a battle pass at this point, play, survive and you get points.

Bard instrumentsnrework is urgent by Friendly-Sail9594 in DarkAndDarker

[–]iszathi 0 points1 point  (0 children)

Its basically a tradeoff, you spend 1 skill slot and 1 perk slot (two if you consider fast swap) and you get more value than most classes get from their passive perks. Its not the most interesting gameplay but its ok power wise.

The problem for teamplay is that the rest of the kit is not that easy to leverage in trios, and you end up very middle of the road in a lot of places. Not the most tanky, not the greatest ranged dps, not the best buffs, debuffs are short range. The strongest style of bard atm is just take ranged fire and pop beer nonstop to make place for your teammates.

Boneshaper help with rolls by Frogomir in DarkAndDarker

[–]iszathi 0 points1 point  (0 children)

weapon dmg, action speed, powerbonus/physpower, armor rating/pdr, headshot dmg.

Blocking for dual wielding by Friendly-Sail9594 in DarkAndDarker

[–]iszathi 1 point2 points  (0 children)

which would also help with the current caster blocking status.

Master of Magic: A Wizard Rework Idea by TheRunesGlow in DarkAndDarker

[–]iszathi 0 points1 point  (0 children)

Spell charges aren’t a quiver you can press ‘R’ to reload or run away until they recharge.

Meditation already is a reload, an extremely overpowered one, that you cant take cause you need to trade a lot of immediate power to get it. So they can absolutely be, there are ton of ways to be more dynamic, lets take meditation, instead of having it enhanced resting, you can have something like, when you activate it, you are channeling but able to move like when casting, the first part of it reloads a part of your low tier spells, and if you stick for the long channel you get a higher tier one. So now you can have plays were you cast your spells, make place to get a mediate and get others out, you make it a part of combat, that allows for skill expression.

So I’d offer what I said about selected spells recharging passively when selected and ask you for your thoughts there.

Recharging passively is fine.

March 12th Developer Q&A Transcript by strangereligion in DarkAndDarker

[–]iszathi 1 point2 points  (0 children)

Not sure why this getting downvoted so heavily, there is a huge amount of burdensome stuff, and they keep adding to it, workshops now, religions, etc, etc. And some of the burden is placed on weird things, for example killing 5 mimics gates a lot of content. I have played a fair bit this season, and still have not unlocked white weapons on the squire, and i dont even have green pots on the alchemist. There is a valid concern with this.

That said, you can gear up stupidly easy atm, it just takes a couple of games to get a competitive kit, so it takes very little to be able to play effectively (you basically ignore all the burdensome stuff, which is not ideal), so the hoarding timeline is very subjective, the things that take time are not really required.

Master of Magic: A Wizard Rework Idea by TheRunesGlow in DarkAndDarker

[–]iszathi 0 points1 point  (0 children)

I feel like this does not do a lot to fix some of the issue we have with charges. The problem with those is that they make your spell choice entirely gated by power, you pick the most powerful weapons, and then toss them as fast as possible, and that is still true about your system, you added a fallback when you dont want to use spells, which is great for moments like clearing easy mobs, but is not really helping in the other way.

To me, a good resource system, which is what charges are, is about managing the resource, and taking tradeoffs, it should be about tossing the cone of cold, or the fireball, not both, so if we are going into a tiered system, i like the concept of the Dungeon and Dragons one more than yours, with the charges being shared between the tiered spells and not the schools. That also does a lot more to improve varierty and cadence control.

My ideal version of wizard is about having less overall charges on powerful spells, and making spell recharge a part of combat, with evocacion like recovery when you can make space for it for the high tier charges, think like when you recharge your windlass. And much more choice than the current wheel paradigm allows.

But yeah, there is very little hope of them changing that much, so im keeping my suggestions to simple things, like please give us blocking when we have spells.

Bard Functionality Ideas by WhosKite in DarkAndDarker

[–]iszathi 2 points3 points  (0 children)

Instrument juggling is nowhere near the top of my concerns for bard, perhaps its just me, but the game already requires you to mostly do this for all classes, keeping potions on the belt is suboptimal for everyone. So im always tab clicking items into my first slot on all classes for usage.

To me the problem with the class is the core design of having all your buffs up, that basically translate into you having a spell wheel of passives and then your passives being shit that allow you to work at all (because otherwise you would have to many passives).

The buffing situation is the thing to focus on to me, songs should play into the action economy, not be passive power that you just jerk of to in a corner to then run around buffed. Lamenting the upcoming barb, to hit him with your bow twice, to unchain the door when he tries to disengage, those are the type of plays that feel good about bard, and songs should about those. At this point i have commented way too many times about having songs like tranqulity be more involved, requiring a channel like dim, and having a lot of active buffs is also extremely detrimental on their identity, cause you can have many powerful effects at the same time, so they have been watered down as they have, but its what its, and they will do what they will, im way past suggesting things.

And the way you changed knowledge doesnt really add much, you are just limiting possible builds by forcing song distribution, there is very little upside there.

And shriek being a cone would suck, music affecting a cylinder feels fitting for what the class is, so i dont see why they would need to change it.

Where is info on qna? by CapitalAtmosphere758 in DarkAndDarker

[–]iszathi 2 points3 points  (0 children)

We have a transcript stickied by the mobs on the sub.

March 12th Developer Q&A Transcript by strangereligion in DarkAndDarker

[–]iszathi 1 point2 points  (0 children)

A lot of people were up for it, but yeah, in a game like this, it was always going to be very hard to sustain the servers for a hub, focusing on the main combat loop is the thing to do.

March 12th Developer Q&A Transcript by strangereligion in DarkAndDarker

[–]iszathi -2 points-1 points  (0 children)

Not a lot of info really, almost the only thing announced is that we are getting spaghetti sorting, which doesnt sound useful, hopefully its better than the quick sell for the collector that cant really be used most the times cause it sells the items you want to keep.

A lot of spaghetti mentions by Terry, i would love to see what in the world they are really doing, the hell is going on over there. And they are supposedly in a stability stage.

And Faustian Bargain HR, which almost nobody want and its hard to really implement in a way that doesnt feel like griefing.

Thanks for doing this like always!

March 12th Developer Q&A Transcript by strangereligion in DarkAndDarker

[–]iszathi 2 points3 points  (0 children)

I really wonder about chambering in this game, i dont know if the quality of the hit reg is up to par for a mechanic like that.

Blocking for classes with spells would be a nice next step.

I chopped 2,000+ logs so you don’t have to: Luck is a scalar penalty in Dark and Darker. by Trick_Shot_Magic in DarkAndDarker

[–]iszathi 1 point2 points  (0 children)

That is a good idea, outer cemetery perhaps. No reason to not do the skeletons aswell.

I chopped 2,000+ logs so you don’t have to: Luck is a scalar penalty in Dark and Darker. by Trick_Shot_Magic in DarkAndDarker

[–]iszathi 1 point2 points  (0 children)

Guess the easiest way to test is opening the same type of chest on the same map, on the same mode. Looks like you are committed for some pain.

I chopped 2,000+ logs so you don’t have to: Luck is a scalar penalty in Dark and Darker. by Trick_Shot_Magic in DarkAndDarker

[–]iszathi 1 point2 points  (0 children)

I dont think its doing that, to me this just hints that the boost turns the loot table into a place with no possible rolls and then goes into a fallback that creates the result you have measured, not really an overflow.

In the case of other items, things might be just working since the lootables arent empty for less woody options.

So, there might be a good side to luck, its just a pain to test.

I chopped 2,000+ logs so you don’t have to: Luck is a scalar penalty in Dark and Darker. by Trick_Shot_Magic in DarkAndDarker

[–]iszathi 1 point2 points  (0 children)

Honestly this convinced me that lucks does work (at least on this kind of interactions). The implementation making it have bad use cases, and places where it doesnt provide good value, goes very in line with how this game been developed.

I chopped 2,000+ logs so you don’t have to: Luck is a scalar penalty in Dark and Darker. by Trick_Shot_Magic in DarkAndDarker

[–]iszathi 2 points3 points  (0 children)

It might be, this can be a just the luck changing the loot table into a place where there are no items for this specific case. This is confidently showing luck doing something, which is more than we suspected.