Re: Hexen: Walpurgis [0.86- "Slay and Pray"]
Posted: Sun May 17, 2020 2:40 am
Ah, gotcha. Yeah, if you want to retain the limitations, definitely best to avoid things like that.
Forked under a
https://forum.zdoom.org/
Yeah, 0.86 version, the latest you have uploaded.eharper256 wrote:Thanks for such a huge writeup, MaxRide.
Just to double check, you do have the most up to date version? Fulgur was indeed terribly underpowered in earlier versions; but now is pretty much up to par. It may indeed still recieve tweaking.
Must be not been paying attention during gameplay, since in my gameplay I had never run out of mana\ammo for either fighter or cleric, so when I wanted to double check all of the weapons to collect all proper data and facts before making thread, instead of loading my old saved data I just wrote "give all" in console to test them all and make sure I wasn't just fooled by my gameplay. Sorry about that.eharper256 wrote:I'm aware that the Magister is currently lacking upgrades; obviously this is still a work in progress. For starters; he definately does get a higher ammo cap. If the other two are getting 300, something is wrong somewhere (they should have 200 max mana); you've not got something giving you free backpacks in your mod-list, have you? If you're also using a give all cheat or idkfa type stuff, you won't see the correct balance, of course.
No matter how many times I tried, it never shoots at close range and it's absolutely useless as it pass through nearby enemies. It doesn't last long due to gravity so it's not that useful at mid-long range either. As rational person and when ceiling of corridor (or even outside maps) is not that low, I always aim above to achieve maximum arc travel length, however often that one second when it actually start to shoot lightning arcs around, it just shoots RNG arcs in all directions that barely scratch anyone, often killing no one even when I shoot it in a horde of ettins. This attack is definitely no match the the flameness of second attack of firestorm, and when it's upgraded it just turns in to a broken clear room machine; NOW that's a BFG for me. Even Hammer attacks I found far more deadly than this, the upgraded third attack of hammer is really an lazy room cleaner for me, and it even autoaims.eharper256 wrote:Fulgur's plasma-ball is always a big point of contention. It does shoot at nearby targets as it passes (roughly a 50/50 chance of zapping a foe it sees; and it zaps around 25 times a second, so a good chance it'll do damage). I didn't want to literally turn it into a NewDoom BFG with infinite range and lightning of death for a green weapon, which is why it has the arc of travel. Make sure to AIM IT ABOVE and OVER the targets and give it spacing; if you just fire it point blank it will indeed do very little. Unlike earlier versions, it can pass through enemies now and zap as it goes. Fire it above a big swarm of enemies and it will cause alot of damage; allowing you to sweep up the stragglers with the primary. It may still recieve more adjustments though.
Isn't it would work better if you just make it a hitscan a_explode? Alternatively, what about just make lightning strike from above to the targets linearly down. instead of mere creating storm cloud that stick to one place? Something like that:eharper256 wrote:The storm's accuracy I can't do much about. Effectively, the cloud is monster loyal to the player, using monster aiming. It already technically fires a superfast invisible rocket when it shoots lightning, creating an AOE blast on impact to help mitigate close misses, but fast targets can indeed cause it some troubles. And yes, I was never vastly happy with the cloud (its actually a large smoke sprite that repeats alot), but its quite tough to get a cloud sprite to work well without it clipping the ceiling and this was (for now) the best solution.
I was more thinking about it's secondary attack - it have about same range as Frost Shard's primary, rips through horde of enemies and often kills in just one blast. The third attack is awesome though, it's pretty fast and can kill multiple enemies in just one hit, and due it's fast speed I used it as an easy sniper replacement. The "algor" (frost shards) second attack takes ages to cast, and it isn't that reliable due it's slow speed; afrits dodge that stuff like crazy. "Vis" is the only viable option against afrits, although it's annoying since sometimes it push them toward yourself or kick them in the cosmos for no reason, so aiming gets tiresome.eharper256 wrote:Timon's axe does have a great ranged attack, but its awful economy-wise (15 mana for a relatively slow projectile you have to wait to return). Algor and Vis have much better sniping potential.
Yeah it's both boring and unoriginal, let alone the balance that just sucks in comparison to other classes ultimate weapons. This might sound like rude opinionated nitpicking, but it's like 4th time I see a mod that turns bloodscourge in to a single projectile throwing rocket launcher that just explodes on inpact to enemy in to more explosives, and spam projectiles\explosions were never that fun anyway. I find the vanila 3 seeking plasma balls homing around, spinning around, orbiting and piercing through enemies in a ballet of death more fun, they are especially underrated when you use bloodscourge in doom wads with lots of cacodemons, they just start to orbit and pierce every single flying enemy untill there is none left and you only need like a single shot for that.eharper256 wrote:Its interesting that you're the first one who's not liked Bloodscourge.
Reivers were never a hard monster, it's just afrit that just shot a single projectile in a row and can't even dash-dodging. Frost Shards's primary, lightbeam secondary and Timon's secondary cleans them quite fast. There is no point to use bloodscourge weapon's primary that absorbs a whopping 20 of total ammo. But as I just checked, It's actually terrible against Reivers since first explosion doesn't kill them and the spawned spam explosives all just miss it's hitbox, so it's like flash 10,10 of blue and green ammo down the toilet; only if they are VERY close together then it does some damage, but often not enough to kill all of them before you quickly out of ammo. They however keep constantly spawning in that one map untill certain point, so cleric's ultimate weapon one shot was just enough for me to stop caring about them.eharper256 wrote:The homing primary fire is very powerful; and not to be wasted on Ettins (I found it a godsend against the Reivers coming up to last act in Hexen when I played)
The secondary is the one that I find unreliable the most. As I've described earlier, the explosions are too inconsistent and too RNG. Often when I shoot UNDER the legs of a ettin in a group of ettins, the explosions just bounce away from them and as result I end up killing no one, while wasting a crapton of ammo. In fact, the ammo consumption is just TOO MUCH sometimes, and often too random. Sometimes a single shot wastes 112 ammo total (56 green and 56 blue), like WTF??? Even cleric's ultimate weapon's ultimate attack that creates blackhole, which basically clears whole map, including bosses, in a single hit, cost mere 72 ammo, yet it's VERY cost effective. Quite bad "area denial" in all honesty, and you gotta pray that the explosions jump in the right direction so it could actually damage horde of enemies before you out of ammo. Not worth using.eharper256 wrote:and the secondary is meant as area denial (its not a boss fighting tool).
It's only useful for short range and only do somewhat reliable damage if you summon at least 4 of these. They aren't that great defense tool as they keep spinning behind your back and basically become unused for a while. Then again, as I just checked again, a single of these drones can only kill two ettins and one afrit maximum, can't even kill two green chaos serpents before vanishing. Creating many of these at the same time is very counterproductive, as they all shoot at the same time even when the monster is already dead, as result wasting more shoots in a vain and they all disappear once they are out of shots to fire, so creating more of these isn't inherently means that they will kill more monsters before vanishing. If these drones were permanent per hub or at least stayed to the end of the map, then there perhaps there would be reason to summon these; but for mere two basic enemies? It's ridiculously pathetic. And yet, it cost a whoping 48 total ammo just to summon one of these mofos! Absolutely not worth using. For tight situations, I'd use Frost Shard's primary anyway, or play clever and not allow monsters to get close to begin with, as I usually play.eharper256 wrote:The tertiary drone's missiles do alot of damage and cover you in tight situations, allowing you to focus on priority targets.
Literally a single shot of cleric's ultimate, and Heresiarch is a history. No need to waste something as precious, rare and valuable as Icon of Defender just to pass through a single insignificant monster; often you won't have Icon of Defender along yourself anyway, too. You can even oneshot Korax with cleric's ultimate weapon. breaking the map because you kill him before he teleports back. In fact, cleric is overall so overpowered, that non-upgraded firestorm second blast is enough to oneshot Korax, but at least there is a chance he will teleport, so the map won't be broken.eharper256 wrote:With an Icon of the Defender or Mystic Ambit; and Bloodscourge primary fire, the Heirscharch and the leaders are fairly easy.
I always find vanila Mage to be the both most underpowered and hardest class of the group of 3, something that both GmanLives and Doom Wiki agree on. But always hate when modders try to transfer such aspect in their mods as well, rather than see it as a flaw or overlook. For same reason they always make wraithverge usually the most overpowered ultimate weapon of all, and fighter is just unrealistically tanky and too powerful with his weapons. As a result, you get games with fighter that is just W+M1 noobtank, a Press X To Win cleric, and Mage that is actually challenging. I hope you won't take it as offense, but this mod seems to be no different. I say, if the other classes are OP, the Mage needs his own version of OPness, even if he still remain a slow and fragile glass cannon. Mere more ammo cap (while his weapons consume more ammo and not as useful, and pickups give as much ammo as for other classes) won't do the trick, I'd expect at least to have new unique abilities that other classes won't have, or at least be powerful enough to outdamage and out-AOE other classes.eharper256 wrote:For sure, he is a skilled class; the magister really benefits from on-the-fly weapon swapping.
OH right, I totally forgot to mention Flachettes. Without a doubt, the Mage also have the worst of them, and let me elaborate in details why.eharper256 wrote:Don't forget your Flechettes (they're amazing).
These are rather rare pickups, and you won't ever get enough if you'd use them to deflect the projectile spam that moves in to your direction.eharper256 wrote:Don't forget your Discs of Repulsion.
It's not that fighter or cleric first weapons are not as powerful as Mage's (Seriously, this mace is like close range BFG, although not too damaging), it's just that Fighter's weapons, even ultimate one, doesn't use ammo even though they still shoot\cast Magic; and cleric's weapons are too mana cost effective. I still find myself often switch to fists, since it's alt attack shoots an long range chains that can take down afrits at any range, and they even have aimbot homing ability. Same for cleric mace, the second attack have HUGE aoe radius, it's like mininuke, and it push everyone away from you. The radius is so big, that hitting walls, or even floor, often kills afrits that are in the sky and otherwise you won't able to hit them with normal melee attack.eharper256 wrote:And don't forget your starter weapon. Whereas the Crusader especially and to an extent the Myrm ignore their 1 slot weapons whilst they have mana, I always found Magister really benefits from switching to Vis for free long range strikes (its very good vs. Afrits).
Also, Mystic Ambit doesn't spawn in singleplayer, even in it's DLC.
Time bombs is something that isn't useful for a class that specializes in a ranged attacks.
Then again, in all honesty, I absolutely despise the concept of being reliant, or even depend on pickups and finite items in a game where you supposedly play as a Magic casting class.
the fire projectiles that Mage's Flachette spawns in all directions seem to be kinda useless?
I'd expect at least to have new unique abilities that other classes won't have
(Fulgur Storm) Isn't it would work better if you just make it a hitscan a_explode?
(Fulgur Plasma Ball) it never shoots at close range and it's absolutely useless as it pass through nearby enemies
The "algor" (frost shards) second attack takes ages to cast, and it isn't that reliable due it's slow speed; afrits dodge that stuff like crazy.
(Bloodscourge)... Yeah it's both boring and unoriginal
Reivers were never a hard monster
In fact, the ammo consumption is just TOO MUCH sometimes, and often too random
They aren't that great defense tool as they keep spinning behind your back and basically become unused for a while
Literally a single shot of cleric's ultimate, and Heresiarch is a history
Same for cleric mace, the second attack have HUGE aoe radius, it's like mininuke, and it push everyone away from you. The radius is so big, that hitting walls, or even floor, often kills afrits that are in the sky and otherwise you won't able to hit them with normal melee attack.
Even if you find most of my opinions and arguments as garbage, any chance would you allow to use your weapon sprites, pretty please? Of course crediting you. Maybe one day I'd like to use them for my version of mage, and it's the only arc of death weapon sprite that I find pretty awesome while seemingly ready to do some "ulimited power" havoc.

Always pick Archamage (difficulty 5) in the HeXen, given that in this game you won't get an infinitely respawning monsters. That's the only difficulty worth playing, including it's DLC.eharper256 wrote:Sometimes I wonder if I'm playing a different game though since I never had such an issue with him being weak. Maybe because I always play difficulty 3? Because I'm always constantly on the run and attempting to flank stuff?
Unfortunately Mage isn't that popular class among average casual doom player, and it mostly comes from the fact that he's vastly underpowered in Vanila.eharper256 wrote:Still, even so, balance is important. I do understand that. I may power-down the Crusader slightly if he's too strong; and interestingly I reduced the cost of the Lightbringer before because of a thought from others that it was too pricey, so that's open to review. I guess that the Magister hasn't got many tweak requests until now, so I assumed that he was fine, but I guess it might be that he's simply not being played (haha). Its nice he's getting attention.
Oh yeah, now I noticed that I had them in my inventory. Considering that I try to not any of pickups temporary items, and the fact that these are pretty rare, I found no use for them anyway.eharper256 wrote:Just a couple of corrections:The Mystic Ambit replaces Banishment Devices in Walpurgis, so you should find some, no matter the map. I used one to help take down Menelkir in my Magister playthrough of Hexen.Also, Mystic Ambit doesn't spawn in singleplayer, even in it's DLC.
I'm well aware about them being like proxy mines, which is why I called them time bombs, in terms of how they are utilized. Also, they are 100% useless on Archmage difficulty because monsters aren't as braindead to run straight toward you, but rather shoot at you ever frame available, so no matter how "big" is the buff, they are going down the garbage bin regardless as unnecessary junk; unless you want to use them against ettins, which are mostly in closed quarters where you'd not recommend to use these. Maybe by a rare chance bishop or afrit will flight toward your direction, but that is a pretty rare case.eharper256 wrote:Its actually a proximity mine. Lay a few in front of advancing foes, and run around the corner, and bam. Don't use it in close combat. Very useful when baiting Chaos Serpents. Since I always find myself throwing grenades in my own face with the Myrmidon, I actually prefer them. Flechettes are fairly common even in the Hexen Campaign, so I have no problems blowing them like Candy.Time bombs is something that isn't useful for a class that specializes in a ranged attacks.
I may indeed increase the damage output slightly, as it is still a little low. My concern with overpowering it lies in the fact that its already crazy effective right now in Doom (zombie hordes explode from a well placed flechette mine!) and slightly more damage on it will also nuke Imps, Demons and Sergeants.
Nah man, HeXen's THE main cool thing is the exploration, adventure, puzzles, platforming and key\switch hunting. Quite giving you the depth immerse of walker game that no game before ever made. The vanilla weapons were pretty funky and original for 1995 year as well, although balance and utilizations demanding the better. At least I'm so thankful that the game is nowhere the D&D garbage like what the The Elder Scrolls developers were trying to do with their Arena title, imho the worst TES game of the series and mostly because of D&D element, like many monsters were IMMUNE to many of your attacks and you were forced to use certain attacks or element to make sure you'd at least do some damage to enemies; so glad D&D is actually dying out.eharper256 wrote:Then you really should change that. One of Hexen's main 'cool things' is juggling the inventory system and I want to encourage its use (hence me making Discs and Flechettes more powerful). I know its fun to play an all-consuming wizard, but I saw Daedolon as not an Archmage, but a low-mid-level D&D Mage; stuck at that point where he really has to be careful with his casting and juggle with magic items as well.Then again, in all honesty, I absolutely despise the concept of being reliant, or even depend on pickups and finite items in a game where you supposedly play as a Magic casting class.
That doesn't prevent Quietus to be a quite a long ranged powerful ammo-free weapon though, heh.eharper256 wrote:Yes, they're purely decorative (so are the ones in the Quietus sprial, technically).the fire projectiles that Mage's Flachette spawns in all directions seem to be kinda useless?
Yeah, that's why I keep having this idea of Mage having his own unique various psychic abilities and psychic meter scale, or "the power of Mind" equal to the Stamina of many fighting classes. It would work the same, i.e. you're using psychic abilities, and it's draining quickly, and then it replenish automatically when you're not using it for some time.eharper256 wrote:Actually, I'd like that as well, but as someone fairly new to coding (my strengths are absolutely in art and writing, not coding) and only stuck using DECORATE, there's not alot of super-unique stuff I can pull off.I'd expect at least to have new unique abilities that other classes won't have
Assuming making something like Call Storm from Skyrim is pretty hard, is it possible to make sure the invisible rocket actually home to the target it's aiming? That way it makes sure it won't miss afrits so easily. I find most ettins often tend to survive the strike somehow, too.eharper256 wrote:I did try that; but it causes the monster to be damaged BEFORE the lightning hits (hitscans happen quicker than railguns) which looks stupid. A fast invisible projectile is better as a result.(Fulgur Storm) Isn't it would work better if you just make it a hitscan a_explode?
Cmon, nobody cares about mere visual "blood spray from the player", and it's unfair to nerf such attack just because of the extra useless unnecessary mods that you can add to THIS mod as an extra addons, by the option. It's like we had to nerf firestorm weapon to the ground just because there exist some mod which makes all fire look too realistic and as result it would drop the FPS to 1 on most PC when using that weapon. Besides, if you so desire, you can still run close to it for such "blood effect" even now.eharper256 wrote:That's an unfortunate quirk of the ball itself. Because of how it sprays lightning haphazardly, there is deliberate delay before it starts shooting. If I didn't have this; huge amounts of blood spray from the player if you have a blood mod on (even though no damage is caused) because its very likely to hit you repeatedly when it starts.(Fulgur Plasma Ball) it never shoots at close range and it's absolutely useless as it pass through nearby enemies
As everyone seems to want it; I may change the arc and gravity. I was also considering making it bounce a couple of times before dying.
What if each frame of animation actually took a single tic, or it's impossible?? If you just gonna increase the speed of the darts itself, it would be used more for mere sniping purpose, but won't be used that often in normal combat due to it's unreliable slow charging speed. Also, when he has all 4 darts loaded, imho he should keep the charges so you could have time for precise aiming and when releasing m2 you actually snap the fingers and darts fly, rather than shooting immediately automatically once all 4 darts charged.eharper256 wrote:Funnily enough; it literally cannot cast any faster with the current sprites and functions it has (its already about 40% faster than it was in 0.7). Algor's secondary has a very complex set of code that took me ages to write, and I love its execution so that's not going to change. Its very, very cheap (2 mana per spear) so it shouldn't be as effective as a 15 mana axe throw. That said; I'm happy to increase its projectile travel speed, since I agree it should be better for sniping, so I'll add that in the next patch.The "algor" (frost shards) second attack takes ages to cast, and it isn't that reliable due it's slow speed; afrits dodge that stuff like crazy.
Fun fact, it was supposed to act like the shots of the Star of Torment from AMID EVIL (carry enemies along with it after impaling them) but sadly that's impossible to make in DECORATE.
Not sure what you mean by "win related" attacks, but his ultimate is far greater than of what Mage have, for sure.eharper256 wrote:Haha, well, the primary fire is literally almost unchanged from HexArcana, barring the stats.(Bloodscourge)... Yeah it's both boring and unoriginal
Fun fact number two: there were originally plans for the Magister to have an entirely different (or at least resprited/recoloured) ultimate like the Cleric firing Wind Related attacks; but since everyone seemed to love it in its current form, I shelved that. Perhaps I'll consider bringing that back (I think I still have the prototype Amber Skull recolour around I made). Maybe I'll make it a CVAR option.
Try to play on Archmage difficulty, you'd find them a mere free flying target in comparison to Bishops. Let alone wendigo.eharper256 wrote:Maybe I suck then, I found that section in the graveyard to be crazy hard because all those shots are explosive.Reivers were never a hard monster
Quite a terrible design if you ask me. Why make an unreliable attack that ALSO makes you play the dice as to how much such an useless attack will absorb your total ammo? Not to mention, the explosives are unreliable since there is a chance that they will simple bounce away from the enemy, as result wasting over 100 ammo and kill none. At this point you better use like, you know, Frost Shard's primary for example, that doesn't waste all your ammo in instant and actually guaranteed to make your job well done.eharper256 wrote:As you can probably find in the patch notes; since the initial exploding skull replicates a random number of times, the cost is going to be random.In fact, the ammo consumption is just TOO MUCH sometimes, and often too random
Also, a weapon of supposed "area denial" that has chance of showing you middle finger instead is not a very reliable weapon to use for that matter, which only further proves my point that Bloodscourge is absolutely not worth using. Like, at all.eharper256 wrote:Originally it charged a flat rate; and you could end up with nothing for your money, or indeed, a huge swath of destruction on the cheap.
It's not really entertaining seeing your ultimate weapon flip a bird in your face and wasting crapton of ammo mere of some stupid and boring, unoriginal bouncing explosives that aren't very reliable or deadly to begin with. These who gave that feedback either masochists, or actually hate the Mage.eharper256 wrote:It looks entertaining, and again, its had alot of positive feedback so I thought it was okay; that said I do kind of agree I didn't use it much myself in my playthroughs.
I am well aware about their "cover of the back", that doesn't change the fact that they are simple too situational and absolutely unworthy to be used for their price. My point still stand that they are unreliable in the times of need as they keep spinning based on timer, so when the enemy that pop up infront of your, or your back, the said drone might be located in a position where it simply can't shoot it in the times of need; so it's indeed not reliable and not something you can depend on as it's another play of the dice. Besides, there is no better weapon to deal with surrounded enemies than logic, common sense and reason, which would prevent you from being surrounded by enemies to begin with.eharper256 wrote:Keep in mind that even behind your back, they track enemies in a 160 degree (or so) arc in front of them, always facing outwards from you, so they can and will engage stuff sneaking up on you, which is the primary purpose of that. Its very reliable when you're surrounded by enemies.They aren't that great defense tool as they keep spinning behind your back and basically become unused for a while
That doesn't change the fact that cleric's ultimate weapon is overpowered. Besides, you could give million, or even billion of HP to either Heresiarch or Korax, and you'd still oneshot these with cleric's overpowered ultimate weapon; you'd just make the fight against these monsters a real annoyance for the rest of classes since they don't posses such oneshot powerfulness. While I'm not advocating for it's nerf, I just want the Bloodscourge to be as good and not as useless.eharper256 wrote:This reminds me that I need to give the Heresiarch and Korax a few buffs (lol).Literally a single shot of cleric's ultimate, and Heresiarch is a history
Eh... Don't feel like nerfing it. I mean, it's overpowered, but we like it for it's being overpowered. Besides, the damage is not that high, so it still takes a few floor punches to make sure it kills all of the flying afrits in the vision. For 1vs1 engagement, W+M1 works better though.eharper256 wrote:The Secondary Mace attack is being reviewed in the future. I meant it as an occasional 'get away from me' tool, but its still inherently abusable even though I've nerfed it several times.Same for cleric mace, the second attack have HUGE aoe radius, it's like mininuke, and it push everyone away from you. The radius is so big, that hitting walls, or even floor, often kills afrits that are in the sky and otherwise you won't able to hit them with normal melee attack.
That's good to know, thanks!eharper256 wrote:I've already given someone else permission to use it, so carry on, so long as you credit "its by eharper256, originally from Hexen: Walpurgis", that's fine. Same with any of my code, sprites, or work. [/size]Even if you find most of my opinions and arguments as garbage, any chance would you allow to use your weapon sprites, pretty please? Of course crediting you. Maybe one day I'd like to use them for my version of mage, and it's the only arc of death weapon sprite that I find pretty awesome while seemingly ready to do some "ulimited power" havoc.
Wow, that looks awesome! I'd love to have it at least just for the amazingly looking violet-glowing hand at left. If it could create something like black holes, reality distortion and whatnot that would clean whole map of enemies, that definitely would work better than lame Bloodscourge.eharper256 wrote:Speaking of alternate options for Bloodscourge; it did remind me that I made this in the concept stage:
As usual; image transparency gets completely fooked up by this forum; if you click on it, it'll work fine.
A very lovecraftian tome, based on Neoworms excellent tome model. I avoided this eventually as it would likely be some kind of void/gate/dimensional attack, and I didn't want to overlap with Crux Calicus.
Nah, I like being a filthy casual. That would just piss me off and I'd never play the game again.Always pick Archamage (difficulty 5) in the HeXen, given that in this game you won't get an infinitely respawning monsters. That's the only difficulty worth playing, including it's DLC.
Why make an unreliable attack that ALSO makes you play the dice as to how much such an useless attack will absorb your total ammo?
Come on, the game is VERY easy when it's compared to the rest of games on doom engine. It's more of a walker, adventure game of switch hunting and exploration than shooting for the most part. There are only two places which seems to be impossible to avoid damage, and one is overlook by map designers since it impossible to avoid fall damage, unless you waste Dark Servant like I did, and the other either require a godlike tier skills or TAS, since the wendigo trap doesn't give you any room for dodge. Other than that, just keep distance, play smart, take one enemy at the time and you'd be good.eharper256 wrote:Nah, I like being a filthy casual. That would just piss me off and I'd never play the game again.Always pick Archamage (difficulty 5) in the HeXen, given that in this game you won't get an infinitely respawning monsters. That's the only difficulty worth playing, including it's DLC.
I'm a person who doesn't play games for challenges; I don't think I've ever played difficulty 5 on any Doom game at any point. HMP/ Skill 3 is my go-to at most, and usually its HNTR (2) on a first run of a level. I still die every so often on these settings.
I get very frustrated with modern Doom level design, actually, because its very high skill level. And these young gamers who enjoy this achievement malarky. And people who go 'this is the only level worth playing'. Why? To me, that's like masochism. I play games to relax, so I just want to win and get on with another one. My favourite kind of game lets me play suboptimal builds and piss around a bit along with occasional spikes of challenge to make me sit up once in a while. Avoiding hassle is my life mantra. Ambition is a scourge. We're very likely opposite types of people in that regard, eh?
You being "filthy scrub" or not, the balance is still a balance. And I was doing my hardest to test all of the weapons to grab as much data and solid experience from actual gameplay to give you my honest opinion in the most objectively elaborated way possible. That is, if you of course care about balance to begin with. If the Mage in it's current form is the worst class on hardest difficulty, that doesn't make him any better on the easier difficulty; he'll just be easier to play while the rest of the classes will be even more easier and brutal to play. I'm kinda upset that you skipped my most notes I made and suggested to you to improve the class to make him to be on the part with the rest.eharper256 wrote:As a result, I'll probably never get it balanced to be optimal on a high setting, because I'd never be able to playtest that much. Everything I made in Walpurgis was made because I thought 'I like this in HexArcana, but what if it also did this? Wouldn't that be cool!?'.
But then again, that second attack of Bloodscourge is not cool, it's not fun, it's not original, it's not complicated and with given stats it's about as "entertaining" as opening a swollen jar after 50 years of conserved ancient shit and piss. It's just frustrating and annoying seeing an attack giving an a completely random result instead of doing something consistent and reliable, and it's literally insulting when you compare this ultimate weapon to the ultimate weapons of other classes. I simple can't comprehend what kind of mindset one has to have to enjoy having the long awaited weapon doing nothing by flip a bird in your face, this one degree of masochism I really don't want to deal with. I'm just trying to be objective.eharper256 wrote:Why make an unreliable attack that ALSO makes you play the dice as to how much such an useless attack will absorb your total ammo?
Which answers this. Because its cool. Bouncing Betty skull bomb throwing napalm everywhere!? Cool! Guardian Blood Shurikens that fire at enemies attacking you? Cool. Vortexes, Fire blasts, and going full lightning hose emperor are all there, because its cool. The same reason you watch a Michael Bay movie. It might be crap, but its cool.
Sorry, what thing doesn't work? I just tried Kinsies map and its fine?AvzinElkein wrote:The thing doesn't quite work right with Kinsie's Doom test map: viewtopic.php?f=42&t=57221
--------------------------------eharper256 wrote:Oh, and here's my Test-Map, which is a modified version of HexArcana's:
https://mega.nz/#!8B1FAZAC!_1BV9jX-Gdca ... MGvwHpslyk
Figured that some may like to be able to have access to it to easily test the weapons before they start play. And you know, having a place to just freely slaughter Ettins with Quietus for fun. I do just that sometimes.[/size]
Thanks!MooKing wrote:Great mod.
Btw, is it intentional that the Magister's ice pillars turn invisible shortly after they're summoned?
Look man; this is getting nuts. I cannot be insulted in anything, and I appreciate the feedback, I'm just getting a little tired of the same topic. I really get it; I will look at the Magister- I've already proposed the changes I'm thinking about. In fact, I've already added some behaviour changes to Fulgur yesterday.I'm sorry if I was too critical of your mod and unintentionally insult it, just tried to describe the flaws it have and wished it all the best to be improved.
My last post is entirely serious as well. I wouldn't know, because I wouldn't try it. I will make balance suggestions based on what others say. But you must, MUST remember that at the end of the day, I'm making a mod that I want to play. Modders aren't professionals and I'm not obligated to change anything. In fact, professional devs shouldn't either, they should follow their vision.Come on, the game is VERY easy when it's compared to the rest of games on doom engine.
But it is. Again, I get it, you don't find it fun if its not helping your game get won, but I find it hilarious just to watch explosives bounce around the map, regardless of effectiveness, regardless of whether it fucks me over and I die and fail. I can look at it and go 'look at this cool effect I made!'. There is childish glee there; and I'm a big, old kid at heart.But then again, that second attack of Bloodscourge is not cool