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S&F Remastered Part 3 - Discussion Thread

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    #61
    Originally posted by Kisser View Post
    Just a question about Battle Mage.

    Sometimes the spell is blocked by the enemy, is this supposed to do that?
    And the armor is 50% or 10%? (Not counting with the Magic Shield)
    Mages and battle mages repel the fireball.
    The armor is 40% (magic shield) + up to 10% = up to a total of 50%.
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      #62
      I rolled a character on the new server, just to check up the the remastered version and here's a couple of thoughts.

      + the tavern looks much better
      + new quest givers
      + style of ui is decent
      + faces for player characters look A LOT better

      - the ui blue color is way more intensive, to me it's a bit too much, especially seen if you do side by side comparisons
      - the art style of new ui and new locations looks nice, but is a lot different from city and fortress screens


      Because there's no up bar (plus the intensive blue) the game feels darker and more closed at most times, even the character sheet background is gone. If this is the new direction that's fine.

      The ui screen on Arena is too big. Please show more of the background.

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        #63
        I think there's an issue worth mentioning. After you complete all the thirst you had for the day you can't see the quest giver. Now, this isn't an issue for people playing 320, but I for one would like to see if there's an epic in the next mission.

        Since I only play 320 during events (epic excluded) I will be forced to switch into Flash version on most days just because of this.

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          #64
          What happens if there is an epic? Can you still get it on the next day, once your thirst has refreshed?

          The quest give disappears because you are too tired to help him/her. I'll ask the team if it can be changed again.
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            #65
            No, the idea is that once you completed 120 thirsts you can still see the next quest without thirst on Flash version. You can't in the 3.0. On the Flash version, the quest givers stay on your screen, on the new one they don't stick around.

            You can still drink a beer and get that epic for the cost of one mushroom, that is of course unless remastered doesn't allow you to see it, which currently - it doesn't.

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              #66
              Ah, now I know what you mean. Thanks for clarification.
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                #67
                I see some problems with battle mage:

                -he has no compensate for shield stats
                -fire ball has same dmg (no variation, no crit)

                For the first look is a weaker version of warrior - better to has more stats(shield) and 25% for block than no block and weak fire ball.

                I think there is need to add some variation to the fire ball and add "lost" stats from shield.

                There is one odd case - when you add strength gem or item with strength it also boost other stats like intelligence or dexterity. It looks like a bug, isn't it?

                "Battle Mage: an armored Mage with a Warrior weapon. Fireball attack before the actual fight, Opponent loses 33% of Hit Points. Magic shield: 40% Damage Reduction. Armor: 10% Damage Reduction. Repels Fireballs."

                It doesn't work like that. In dungeon you don't take 33% total HP. It takes like 1/8 or even less. I think 33% is only when you deal with opponent wiht same level or lower. Still no variation no fun and 33% doesn't compensate blocks/dodges.
                There were already battle mage class in the game - in portals before christmas upgrade or in tower warriors didn't make blocks so there were very easy targets to deal with. Right now with 25% block chance they are pain.

                Summarizing fire ball dmg doesn't compensate block chances (you can do alot with a good roll) so versus warriors and scouts he is weaker than warrior. Even versus mage he is weaker than classic warrior because palladin/battle mage doesn't have stats from shiled (shield can by upgraded in blacksmith). I think there need to be made some adjustments otherwise it's the weakest class in the game.
                Last edited by sharshooter; 1 October 2018, 12:17 PM.

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                  #68
                  Originally posted by sharshooter View Post
                  I see some problems with battle mage:

                  -he has no compensate for shield stats
                  -fire ball has same dmg (no variation, no crit)

                  For the first look is a weaker version of warrior - better to has more stats(shield) and 25% for block than no block and weak fire ball.

                  I think there is need to add some variation to the fire ball and add "lost" stats from shield.

                  There is one odd case - when you add strength gem or item with strength it also boost other stats like intelligence or dexterity. It looks like a bug, isn't it?

                  "Battle Mage: an armored Mage with a Warrior weapon. Fireball attack before the actual fight, Opponent loses 33% of Hit Points. Magic shield: 40% Damage Reduction. Armor: 10% Damage Reduction. Repels Fireballs."

                  It doesn't work like that. In dungeon you don't take 33% total HP. It takes like 1/8 or even less. I think 33% is only when you deal with opponent wiht same level or lower. Still no variation no fun and 33% doesn't compensate blocks/dodges.
                  There were already battle mage class in the game - in portals before christmas upgrade or in tower warriors didn't make blocks so there were very easy targets to deal with. Right now with 25% block chance they are pain.

                  Summarizing fire ball dmg doesn't compensate block chances (you can do alot with a good roll) so versus warriors and scouts he is weaker than warrior. Even versus mage he is weaker than classic warrior because palladin/battle mage doesn't have stats from shiled (shield can by upgraded in blacksmith). I think there need to be made some adjustments otherwise it's the weakest class in the game.
                  My idea is that Battle Mages should have a shield but with maximum of 10-15% block to balance.

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                    #69
                    I also think that battlemage is a bit too weak. It seems that everytime I face the new class on arena, is a guaranteed win (I'm assassin).

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                      #70
                      Just got some new information. The fireball does UP TO 33% damage before the actual fight.
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                        #71
                        Add some heal to battle mage due of lack of block and dodge. Maybe a little heal every turn or one time heal which occurs randomly and heal up to 25% HP ��

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                          #72
                          Originally posted by Leander View Post
                          Just got some new information. The fireball does UP TO 33% damage before the actual fight.
                          Only if you face same level or lower. In dungeons it's not this case in most time. It's way better and cheaper to try hard dungeons with scout,assasin,mage and warrior then battle mage.

                          Simply 25% chance of block does more (in good roll) than fire ball.

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                            #73
                            He did say "up to 33%".
                            And in caps.

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                              #74
                              Originally posted by Arturu View Post
                              He did say "up to 33%".
                              And in caps.
                              I know but does it change the fact that block is way better ?

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                                #75
                                Originally posted by sharshooter View Post
                                I know but does it change the fact that block is way better ?
                                Anyways battle mage is a good profession for advanced players (hard mode) 😈😈

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