by MaxRideWizardLord » Thu Oct 03, 2019 1:40 am
I'm glad that this mod is still being developed, but I really must give my "two cents".
First, I really enjoy the new Skill the Magic Barrier, something that Mage really been needing for the longest time since beginning, despite it's eating mana way too much. However, I do miss the Blink skill even more, as it was just essential to beat some of the maps. As you know, the mage is slow, probably the slowest class of the five; some maps are physically impossible to beat without it, for example some of the Chillax maps, since mage is too slow to run from one switch to the other before time runs out, no matter how hard you're speedrun it with abusing strats like W+D\A airstrafing bhop, SR50 and whatnot. Agility is the least thing you'd spend your points on Mage anyway (along with strength).
Perhaps it should return, but as an built-in the unique niche of the class that you can bind on separate button? The blink ability, like the Mage have in Lichdom: Battlemage fps, or the new upcoming Doom Eternal. This would really helpful for a class that is slow and is very fragile, and must rely a lot on dodging. And then again, some maps are simple impossible to beat without it.
Also, I'm very upset with rather unfair and unneeded telekinesis nerf. This was basically the only skill available for mage to survive an insane spam of projectiles that you get on Chilax since it's pulse spam lasted for 3 second, and the fact it does no damage now kinda ruin it's niche of the spell. This one really need a revert, maybe make it last for 2 seconds but do pulse spam more rapid instead, and the damage should return.
There is one bug with bloodscourge, the damage of the piercing fireballs do not scale with the Intellect that you keep increasing up, even though this is essentially where the most usefulness came from the Bloodscourge from original HeXen game. Makes it pretty much an useless weapon, especially on level 900 where it can't kill a single ettin even if you shoot for 10 times in a row with it.
As for other classes... Well, holy light is still insanely overpowered, a single use is enough for me to wipe the whole level full of ettins, especially if you use it along with fury aura and spend most points to intellect, then even serpents couldn't stand against it. Hell, it even oneshots Death Wyvern like no problem. But hey, cleric won't be cleric if he's not overpowered.
I also miss the fact that on difficulties like "I'm too young to die" and "Hey, not so rough" you get 4 stats to spend per level, and on "Nightmare!" you get 2 stats to spend per level. Perhaps, you could add the option that adjust the amount of how many stats you get per level, and put it in Wrath of Cronos options?? That would help a lot of users, and adjust the gameplay for each one's preference, which in turn would make the mod more enjoyeble.
And another thing that really been bother me about Wrath of Cronos since like 1.6 or maybe even earlier update. The monster scale in damage and HP WAY too much, for some classes, especially the mage, that means the higher you're level = the weaker you actually are. At level like, starting 300 or so, pretty much any imp or ettin can just one shot you, especially dangerous were revenants that were a death sentence to any mage when he's got surrounded, as that onehit death almost all of the time, and that just feels so wrong. Even if you spend like 90% of your points in to constitution, thus in turn leaving most of your guns weak and make monsters feel like some very tough bullet sponges, it only saved you mostly from a single imp's fire ball, while revenant missile would still wreck you up. Some classes, like fighter and cleric, actually scale up higher than the monsters, thus with each level they actually get more tankies AND stronger than NPC, EVEN if you don't spend a single point toward constitution and spend most either for agility or wisdom, or to increase damage of your weapons. This felt incredible unfair and discrimination toward necromancer and especially mage.
Any chance you would add damage\hp scale for enemies per level? That would help a lot of people to keep enjoyment of the mod once you reach reasonably high level.
Also, why exactly the level limit was added? I remember back in the zandronum days, I once got like level +5000 as cleric and my weapons were SO powerful, they did negative damage. I.e. healed enemies. Good times. Perhaps add some console command that would remove the level limit? Also, the console command to remove speed limit and jump limit, there is nothing better than running at the lightspeed and above as hunter.