coffeeaddict wrote:Thanks for the reply everyone
M.M wrote:Great idea to have one joint thread for suggestions. No need to have tousands of small ones.
For Your suggestions - with Exp you are trying to Fix what isn't broken. Keep it as it is there is no real problem in here.
I personally think the exp is bugged; here is an example of how it works if it was real life; Credit is not given to the individual who made the most contribution but rather to whoever sits in the spot where the contribution was originally made. Which means you can pretty much take credit for a noble prize if you show up at the right place at the right time without actually making any contribution(s). Which is ridiculous xD
Coffeeaddict~
So what? i haven't even noticed the issue, and why on earth one would like to change position of people in group? I never even thought once about that. It only makes difference if someone wants 4 fighter run, but it could be helped much easier just by adding spear skill.
coffeeaddict wrote:
M.M wrote:
For my suggestions:
add cleric class. It would cast spells based on non-elemental runes. He would specialise in indirerect spells (buffs, debuffs). Preferably it would came in two different flavours - Physicality clerik - similar to far east monks (unnarmed), and spirituality cleric similar western monks - could use dagger defence.
More spells and more balance between lores. I think earth magic should be more destructive - similar two fire or even better + poison effect, but being effective only against organic creatures - so no undead, golems, ummgardians, spirit etc.
I would also suggest more diversity in monsters behavoiur - like skeletons behind wall of shields being damn hard, something fast immune to siding, something else vulnurable to say cold, etc . It is to enforce more diversity in tactics.
Thanks for your input and I think it's an interesting idea, however there is currently too many heated discussions regarding mages using rune signs to cast spells. I think it's best to wait until the devs think of something to improve the spell casting system. Once that's sorted out, they can easily add a new skill tree for mages (Cleric, Support, etc). Regarding the mobs; i'm quite sure the devs are already working on adding more mob diversity to give players more choices (tactics) both in and out of combat.
Coffeeaddict~
I think rune system is fine. Nobody has to use mage, and poll in the other thread shows clearly that people are generaly happy with it.
Few new suggestions:
add spear skill. Spears are funny, and in most games the arent very popular. It would be cool to be able to use it as main weapon.
I really love the idea of skeleton legionaires. It is one of the things that got me hoocked in trailers ( i love ancient Rome).
what i consider really wierd however, is how poor their big shields are. The scutum was in fact an excellent shield, far better than standard round one used by Gals or Germans - in hands of trainded soldiers it allowed for making formiddable shield walls incluing famous turtle formation. And in Grimrock it is much worse than simple round wooden shield. On the other hand i understand that skeleton shields are centuries old now.
So the suggestion: make undead soldeirs tiered: ones with rotten legionairs shield, slightly damaged legionair shield, excellent condition shield etc. Same could go for spears.
IMHO those guys are (at least for me) the poster boys of LoG - and definetaly should be expanded upon - both in game terms and background. Perhaps add sceleton officer - quite strong, sword wieling undead, that casts buffs on legionairs and archers?
One more suggestion - how about adding ranger class? It is another classic, but i am aware that it would deduce from rogue class (bows), and i don't really know how to compensate. Perchaps by adding non combat skills such as lockpiking or trap detection, but know we are moving from DM style game into more of Realms of Arcania one.