I really appreciate your opinion. Skills were kinda rushed sadly, as I had to release the update quickly (mostly because of the bug fixes, those were more important), of course it needs tweaking/improvement.
1. Didn't take mods into consideration, yet. The reason is that even this mod is in a very early stage. The focus is on this, I'll only really start thinking of other mods later. I actually did some tweaking for other mods but those were mostly fixes for incompatibilities.
On the other hand, good point.
2. It is, tried to nerf it a lot and I still have to do it further.
3. I don't quite understand what you mean by this. There's only one skill which affects movement speed and that's Energizing Kills (and it's only minor, the real point of that skill is the defensive effect).
4. You're right. Thought of fire speed/casting speed. I didn't really find out how to affect it code-wise. What can be modified directly are melee speed and thrown velocity, only.
5. I agree. I'll have to change the way Spirit works.
6. I also thought of that and will change this soon.
7. You're right. Stat bonuses would've been nerfed anyway.
8. That would introduce some system related problems. It can be done technically, though.
9. You're right. I didn't intend to make this tree layout as the final, though.
10. Will change the branches slightly. Respeccing will come in the next update, though.
11. Same.
12. A little nerf on Titan Grip will do the trick, I guess.
13. Above.
14. Broken English. My mistake.
15. I was also hesitating while implementing this skill. I see two options here:
- Make it so that it doesn't strictly apply when the enemy has max health but rather on your real first hit. (some bugs could arise)
- Make it so that it applies when you haven't used any of your weapons for a while (idle time).
16. I'm not exactly sure what you mean by this.
17. Aggro will be cut out, it's just a placeholder for the time being.
18. More would be too much for high damage mobs. Still, I kinda agree.
19. Agreed.
1. understandable, mods in general are in a weird state, compatibility, what they provide, memory issues and such and the overall support of modding. running just a couple of mods like stack size, 1 class mod and maybe a content mod and some more mods similar to stack size would be dueable, it's only when you go overboard that it starts to become a massive problem. in terms of the mana thing, i have to add that in vanilla, it might be okey to have mana and reservation included in the pathing and while modding, it's better to keep them optional.
3. not too sure either, i guess it's just that i don't understand the stat, i don't know where it maxes out, it doesn't quite help in fly situations and some more stuff, point being is that movement speed should be a bonus stat but that's from the perspective of someone who do not understand everything about the interaction in terraria.
4. if you can find out how to modify cast speed or in the case where it could be useful: summoning minions should be faster or made so that you summon max number of minions at once. for example: when you reach 300 spirit and agility, you automatically summon all minions at once. the number could be tweaked and you should assume that you need to have atleast 5 minions for it to take effect.
5. 6. (7.) sometimes i don't know what i'm saying myself, some stats are quite balanced and some are too powerful, 50% attack speed on 1 piece? seems a bit over the top. but ehh
8. these 2 nodes ARE the first once you encounter on the skilltree tho. hmm, i wonder if there is a way to make it so that whenever you mine an ore, you get vision of that ore around your screen like a lesser version of spelunker, wouldn't that be cool? probably pretty hard to code tho but it's just an unrelated thought for conversational purposes i guess... anyway.
9. as you said earlier, you rushed it, so throwing the nodes in there would be just a bonus and you expected people to comment on it, it would be dull not to have a skilltree until you make up your mind about things afterall.
10. neat! (just a random thrown in note: did you know that i didn't get my skillpoints back after updating but my levels still remained the same?)
12. don't take my word for it, i have barely even tried the nodes out >.<
14. i think many get this confused, even i. it may not be an official thing but i first learned from Path of Exile that increased is more common and increases the base value while MORE increases the value you end up with after you "increased" if any of that makes sense.
15. or if possible, make it so that any kind of damage dealt by you (minions, dot, hit and more) applies the first hit effect. the "hit" in the name and the damage over time effect... well, damage over time isn't a hit is it? don't know how to explain my thoughts on that.
16. it's the line, not sure what it's called but i believe first touch is related to the 100%, from there you should be able to figure it out. uhh... basically, wouldn't it make more sense if the nodes went like 20%, 70% 100% instead? or the other way around. it's not a issue tho, it's just a little mind dilemma, nothing to prioritize.
18. well if you get hit by a 500 damage hit, you will reflect 25 or 50 damage which by that point you might already be able to deal that value continuesly and this might be another mod dilemma where you can get thorns or reflect from many different sources. not a big deal tho.
[doublepost=1503221557,1503221080][/doublepost]can you add an item that have a rare chance to drop from bosses which allow you to turn your first item on your hotbar into a unique? tier 1 drops earlier then their 2 and their 2 applies these to both laners (procent and attribute)