Triple S wrote:CrazyEyes wrote:I think having options is supposed to be one of the Fighter's strong suits, since he is nearly mana-less.
Mm, I always felt that was the Cleric's role. He always has options, as he can do everything pretty decently. Fighter should be quite limited in ranged options, but be able to do just about anything if he gets close, while Mage has very limited and risky close-range ability (plus, sneezing on him sends him to the ER) but is capable of the most damage ever once he gets his spells going from mid-range and further. Cleric isn't as capable at close range as the Fighter but he can still hit pretty hard and has great sustain to make up for not having high defense and HP, and compared to the Mage his ranged/magic abilties might be lacking but he is definitely no pushover.
Sorry, I occasionally say things that are pretty vague or easy to misunderstand because I somehow think that people can read my mind through the internet. What I meant was melee options; in other words, weapons with a lot of variety so he can best any enemy (or indeed several enemies) in the game in melee if he has the right weapon for it.
Triple S wrote:EDIT: Probably already mentioned, but I was playing Cleric and I noticed that the shield bash sometimes won't reflect projectiles right. Sometimes they'll go off into the sky for some reason, but most of the time when it fails to work right the projectile will pass through you harmlessly then become solid behind you... preventing you from backpedaling for a second. This is really, really bad. Shield Bash in general seems odd... most of the time it doesn't push enemies at all but sometimes it'll work. Also, projectiles block projectiles, meaning a single Hell Knight shot can completely shut down a Serpent Staff wielding Cleric if he doesn't have the room to circle-strafe. Honestly making the projectiles solid seems to cause more problems than it fixes. Projectiles with a slow death animation can block your movement entirely.
Yeah. I might have to revert back to the simple built-in reflection flag + invulnerability instead. I put a lot of effort into it, relatively, but the novelty has worn off even for me.
SallazarSpellcaster wrote:I have made a playthrough as the Mage, and I would like to suggest something regarding his third weapon.
The secondary attack of the Arc of Death feels quite underpowered compared to Essence Drain. Seeing as the wand's attack scales with intellect, and also absorbs health, it makes using the melee lightning attack pointless; using the wand's secondary kills an ettin commander in less than a second, doesn't cost mana and heals you, whereas Arc of Death's lightning takes about 2 seconds and drains quite a bit of mana. And while Arc of Death allows you to move around when using its melee form, the mana cost trumps the benefit of mobility.
To counter that, perhaps it might be worth noticing the weapon's secondary as it appears on the mod Carnage Galore?
If you haven't seen that secondary, please allow me to describe it: It behaves like the Sphere of Annihilation spell from Heretic 2; the Arc of Death fires a ball of lightning that explodes over a medium sized area, and deals heavy damage. It is balanced by costing 10 mana instead of the usual 5 and does only a bit more damage than two Arc shots. And well, personally, I find the effect of the sphere explosion to be pretty cool, plus I think it fits in quite nicely with Hexercise's more franctic combat and bigger spells. If you'd like to see the effect in action, I'd recommend getting Carnage Galore yourself, it's a pretty good mod; or there's a playthrough on it on YouTube.
I'll take a look at that mod. I'll try to nerf the wand secondary a bit also. It's strange to tweak, since it actually hits 15 times for very low damage each time, so if you increase the damage by 1, you're actually increasing it by 15. I'll just have to lower the amount of times it hits, I think.