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Author Topic: Deathknight class  (Read 11736 times)

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Re: Deathknight class
« Reply #15 on: »
Feedback:
But there is a little problem with the new skill of Pillar of Frost from Tier II to Tier III "Will Damage Pet".

Is it possible if the Pillar of Frost also gives Ice Damage & Slow to the enemy?
Not sure what do you mean by that.
It is something you noticed or something you ask ?
By the way the particle effect is too bright, I have to tone it down.

Re: Deathknight class
« Reply #16 on: »
Found bug:

There is a problem with the new skill of Pillar of Frost from Tier II to Tier III it "Will Damage Pet". If the Pet is inside the Pillar of Frost skill area it will get damage.

Suggestion:

Maybe it would be good if the Pillar of Frost also gives Ice Damage & Slow to the enemy
« Last Edit: January 09, 2019, 11:28:31 am by Sch123 »

Re: Deathknight class
« Reply #17 on: »
There is a problem with the new skill of Pillar of Frost from Tier II to Tier III it "Will Damage Pet". If the Pet is inside the Pillar of Frost skill area it will get damage.
Ok I get it, the pet get 1 damage per second in the area.
Another strange bug of GUTS, the skill doesn't do any damage.
Not so easy to fix...

Quote
Maybe it would be good if the Pillar of Frost also gives Ice Damage & Slow to the enemy?
There are enough slow skills so no for this one.
And I think the skill is powerful enough without adding flat damage.

Re: Deathknight class
« Reply #18 on: »
Ok I get it, the pet get 1 damage per second in the area.
Another strange bug of GUTS, the skill doesn't do any damage.
Not so easy to fix...
I think the skill targeting can be limited to certain UNITTYPEs (i just dont remember how atm)


Re: Deathknight class
« Reply #19 on: »
I think the skill targeting can be limited to certain UNITTYPEs (i just dont remember how atm)
In the layout file I find a Unitype entry and I put PLAYER.
It seems to work.

Re: Deathknight class
« Reply #20 on: »
Hurray! :D hope it stays working :P


Re: Deathknight class
« Reply #21 on: »
Hurray! :D hope it stays working :P
Yes, thanks @Phanjam:)

I've made a few changes in Boiling Blood.
I've also implemented a new skill : Bone Shield.

So, 2 skills to go !
I have an idea for the last Unholy skill, but not really for the last Blood skill.
@Sch123 (or someone else), an idea for the last Blood skill ?

Re: Deathknight class
« Reply #22 on: »
Idea For last Blood skill:

- Hmm... what about Corpse Explosion. Explode the corpses & give damage to nearby enemies. This can also be used as a skill to farm HP & MP from Corpses. ;)

- But if you want to add summon skills, maybe you can summon Lord Arthas to fight with you. ;D

- If you want to add a Trap skill, maybe you can make a Blood trap / Bone trap, where the enemy will be trapped unable to move because his leg is trapped by the Blood / Bone. :)



« Last Edit: January 17, 2019, 11:41:10 pm by Sch123 »

Re: Deathknight class
« Reply #23 on: »
I see you have filled in the last 2 skills for the Deathknight class.

Feedback:

- Dark Command

When this skill reaches the Max rank, should he be able to 100% make the enemy in the area not move? Because I get a number of enemies that aren't affected by the skill

- Dark Transformation

I really like this skill, as a booster for Pet & Minions. But is it possible for the duration to be added. Also for Minion summon skills in the Unholly section can be given a longer duration, so that skills such as Dark Transformation are more effectively used together.

Suggestion:

- Dark Command

I also have suggestions for the skill of Dark Command, what if you also add effects to Charm enemy. But please make it so that Charm doesn't work on the Champion & Boss, In order not to make OP. ;D
« Last Edit: January 20, 2019, 05:35:45 am by Sch123 »

Re: Deathknight class
« Reply #24 on: »
I see you have filled in the last 2 skills for the Deathknight class.
Yes, I have my 30 skills !
Now I have to test the class more intensively, I hope you can help with this.  :)
In particular, is the class OP or not ?

Quote
- Dark Command

When this skill reaches the Max rank, should he be able to 100% make the enemy in the area not move? Because I get a number of enemies that aren't affected by the skill
I suppose some monsters have a resistance to immobilization, particulary champions and bosses.

Quote
- Dark Transformation

I really like this skill, as a booster for Pet & Minions. But is it possible for the duration to be added. Also for Minion summon skills in the Unholly section can be given a longer duration, so that skills such as Dark Transformation are more effectively used together.
I could raise the durations to 15s, but not more.

Quote
I also have suggestions for the skill of Dark Command, what if you also add effects to Charm enemy. But please make it so that Charm doesn't work on the Champion & Boss, In order not to make OP. ;D
Probably not, sorry.

Re: Deathknight class
« Reply #25 on: »
Yes, I have my 30 skills !
Now I have to test the class more intensively, I hope you can help with this.  :)
In particular, is the class OP or not ?
Sure, with pleasure. :D

Quote
I suppose some monsters have a resistance to immobilization, particulary champions and bosses.
I tried it on Ratlin at the beginning of the game. Does Ratlin have resistance to Immobilize? ::)

Quote
I could raise the durations to 15s, but not more.
Thank you. ;)

Quote
Probably not, sorry.
It's ok. :)

Re: Deathknight class
« Reply #26 on: »
I'll try to add new faces.

Re: Deathknight class
« Reply #27 on: »
@Korzeam

Feedback:

- I found out when we didn't use shield when using Outbreak Skill, Poison Damage information icon didn't show up (how long Poison Damage it work on enemy).

- When we use Synergies Mod, you will get skill level unlock earlier than the original (For all tab skill "Blood, Frost, Unholy").

- Can the Beam that is on the Deathknight when the full Charge be replaced with Aura of Spirits like the Deathknight in the class selection? I'm quite disturbed by the Beam when playing. :(

- I also have suggestions for the skill of Dark Command, what if you also add effects to Silent the enemy. :P

- Will you add all face & hair style?

- Also will you make all faces pale like you do? I like it, it make a different from other classes. :)



My experience when quick testing:

My experience when trying to use Deathknight when played without Mods like Synergies, there is no problem. The Deathknight can survive even at the Elite level. ;D

But it's different when we use Mod like Synergies, especially when you play at Elite level you will find it difficult to defeat Champion monsters because the damage you give is very small. And also the enemy attack was very painful, I also experienced it with just one attack I immediately died.

Will test further. ;)
« Last Edit: January 21, 2019, 09:55:01 pm by Sch123 »

Re: Deathknight class
« Reply #28 on: »
Thanks for the feedback @Sch123.

- When we use Synergies Mod, you will get skill level unlock earlier than the original (For all tab skill "Blood, Frost, Unholy").
Seems like a normal behavior with Synergies.

Quote
- Can the Beam that is on the Deathknight when the full Charge be replaced with Aura of Spirits like the Deathknight in the class selection? I'm quite disturbed by the Beam when playing. :(
I really like this beam.  ;)

Quote
- I also have suggestions for the skill of Dark Command, what if you also add effects to Silent the enemy. :P
Good idea, I'll try to implement it.

Quote
- Will you add all face & hair style?
Yes.

Quote
- Also will you make all faces pale like you do?
I won't convert all the faces, it's harder that it seems.
Maybe 4 or 5 faces per gender.

Quote
But it's different when we use Mod like Synergies, especially when you play at Elite level you will find it difficult to defeat Champion monsters because the damage you give is very small. And also the enemy attack was very painful, I also experienced it with just one attack I immediately died.
For damage output, what skills do you think need a buff ?
I have a few ideas to improve (a little) the resistance.

And for information the skill 'Living blood' has a lot of issues right now, bugs and not powerful enough.
I have to work on it.

Re: Deathknight class
« Reply #29 on: »
It's frustating.
The model I made is the only one where I managed to remove pupils.
I don'y know why it's working for this one and not for the others.

@Phanjam, @Vkoslak
Do you know how the eye pupils are working and how to remove them ?

 

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