Maybe Mika can make another quest area where the final boss grows along with you, so it'll never be easy to beat .
Hey mika thanks for the answer! I have a suggestion for future class. Maybe something with a different race! So that character could have race-based abilities. Like a dragon fighter who could spit fire or have increased armor due to his scales or another race you could invent Or do you prefer to stick with humans?
Been playing Battleheart since the new update and I'm loving it! However, I've encountered some strange things. For some reason, I've had ogres and orcs target my bard when I've got the paladin sicced on them. Even with the ranger's 'Misdirection' ability, they still whack on my bard like there's no tomorrow. My party consists of the bard, paladin and ranger, with the bard at level 42, the paladin and ranger at level 27. I've checked, and my paladin's armour value (95) is definitely higher than the bard's (83). I do not have the bard buffing himself during combat. I've also had my party members smacked out of the screen by the last boss' meteors.
I'm not sure how the Bard's buff factors in, but the Paladin's L25 skill can screw things up if she's not close in level to the other characters.
Oh crap. Now I feel like a fool T.T Eh, I was under the impression the bard's normal attacks added both attack and armour values. Looks like its not? Thanks for the help though.
Anyone know when I get misdirection for the Ranger. I'm dying without the ability to sic stuff on the Paladin.
Level 20. But it seems like the paladin's level 25 ability would make her obsolete, since it would make other classes like the monk and knight have more armour than she does, which renders most of the pally's abilities fairly useless.
I think you're correct that it does. But if your bard's armor + 25% of paladin's armor > paladin's armor + bard buff, then the monsters are still going to go after your bard. It's inconvenient, but I think we just have to deal with it until the paladin gets to a reasonable level. The other option is to use your old tank, spec your paladin for DPS, and powerlevel her until her armor is the highest. I wouldn't say she's obsolete, but it's true that you need to watch your party's armor values more because of that skill.
Thanks Dazarath! I suppose this means that I should be coming up with new party strategies for low armour DPS characters and the paladin taking main stage. Though that could be a problem if I had the monk around :S Might I suggest a new class? How about a gambler type? He'd attack with playing cards and dice. His/her first ability could be 'Slots' which would generate random positive/negative effects for the party. Many of the gambler's could include some degree of randomness that'd make gameplay more fun xD
Yup, the paladin isn't going to do a very good job of tanking until her level is similar to her allies. "Sentinel" only furthers gums things up if the gap is quite large. The bard's armor buff is actually not currently considered when it comes to the "threat" system. I'll see about rectifying that, I think originally I thought it might be kind of annoying if you're trying to, say, buff your rogues damage, so you have the bard glued to him... but then he might start pulling aggro like crazy due to his increased armor, so I left it out of the threat calculations. In reality I think it would be more useful if it was included. Generally speaking these issues only arise when you have characters with wildly differing levels, but its a bit annoying nonetheless.
I actually think it's better this way. As your characters level up and become more powerful, it makes sense to shift your tank more towards a DPS spec while just barely keeping enough survivability to live through the battle. The same idea applies to the bard buff. As the tank levels up, there's less reason to buff the tank and more reason to buff a DPS character. So while factoring in the armor might help at lower levels, it would cause problems for everything past level 40-50ish.
Not sure if its just me or what but i've encounter this bug. when i turn the bgm and sound effects off and i use incendiary arrow.it still plays on the effect,rather loud too
oh mika,was wondering if you had any plans to add a simple chest/storage. I like to mess around with trinkets on different characters and its a pain to use the inactive chars in the keep to store them all
Mika, just wanted to let you know that I went out and finally bought Mass Effect 2 yesterday. Then I got home and saw your update was available. I spent the rest of the day leveling up my new Ranger and Paladin. ME2 is still in the bag.
Was just playing my ole Soul Calibur the other day and I got an awesome class type idea . Weapons Master (Edgemaster in Soul Calibur) An elderly muscular man that is able to equip any weapons type and has his own unique stance while using each weapon. He is able to carry 2 "different" weapons at a single time. Default Ability Duel Wield: Switches held weapon. 10 seconds cooldown. Ability Level 5 Master of Attack: Whichever weapon is being used is now 75% more effective (damage, healing, buffing) for 10 seconds. 30 second cooldown. Master of Defense: Defense is increased by 75% for 10 seconds. 30 second cooldown. Ability Level 10: Master of Swiftness: Rate of Attack is increased by 75% for 15 seconds. 30 second cooldown. Master of Agility: Run speed is tripled for 15 seconds. Anybody the weapons master runs into is knocked down. 30 seconds cooldown. Ability Level 15: Master of weaponry: (Passive) Damage and rate of attack is increased by 10%. Master of spirit: (Passive) Defense and Speed is increased by 10%. Ability level 20. Rage: (Passive) Weapons that deal damage now deals splash damage within a medium area. Inner-Peace: (Passive) Weapons that heal or buff now are able to splash towards teammates within a medium area. Ability Level 25: Teachings of the Master: (Passive) All teammates now gain a 25% boost (off of the weapons masters attack stats) of effectiveness towards their normal attack. Ability level 30: Weapons Swap: (Passive) You now have a 1 second cooldown when switching weapons. Weapons Art: (Passive) When switching weapons you now perform a random non-passive ability attached to that weapon's class. Cooldown is now set to 20 seconds.