*UPDATE 1* Doom's beta review, livestream added

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Re: *UPDATE .5!* Doom's smashtastic 3 hour+ beta breakdown

Postby feyith » Fri May 04, 2012 4:51 pm

SixshotOverdrive wrote:Wintastic.
mediumheadboy wrote:So what I guess I'm saying is man up and kick some Hardcore Elite ass!

lol this is now my favourite dev quote.

I think wintastic is my new favorite word.

Also squealing with excitement about all of this. Thank you for the write up, Doom!

Maybe a stupid question but a forum search yielded no official answers: respecs?
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Re: *UPDATE .5!* Doom's smashtastic 3 hour+ beta breakdown

Postby Jerich » Fri May 04, 2012 5:52 pm

feyith wrote:
SixshotOverdrive wrote:Wintastic.
mediumheadboy wrote:So what I guess I'm saying is man up and kick some Hardcore Elite ass!

lol this is now my favourite dev quote.

I think wintastic is my new favorite word.

Also squealing with excitement about all of this. Thank you for the write up, Doom!

Maybe a stupid question but a forum search yielded no official answers: respecs?


You get unlimited free respecs until level 10. I haven't spent time trying to find if you can respec after that.
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Re: *UPDATE .5!* Doom's smashtastic 3 hour+ beta breakdown

Postby civilian » Fri May 04, 2012 6:25 pm

Man. Beta. Awesome. Got me some exciting reading ups to do. So far everything sounds quite awesomediculous. Keep it up and thanks. :D
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Re: *UPDATE .5!* Doom's smashtastic 3 hour+ beta breakdown

Postby adoomgod » Fri May 04, 2012 9:01 pm

Sp3tSnAz wrote:Hmmm, maybe my build just sucked then... But I'm wondering have any of you finished elite with no deaths on a solo embermage? I see that class as the glass canon, specially with its early on skills so i don't see how it can survive without twinking it's gear


Elite got harder i think, and the last boss really reams embermages on elite. Me and hawkn had a lot of trouble.

Up until the final boss area i could have probably not died at all if I played cautiously. Summon Stan, or "Thunder Locus" rocks out hard.

Also I threw in some more info here and there.
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Re: *UPDATE .5!* Doom's smashtastic 3 hour+ beta breakdown

Postby Ulvaak » Fri May 04, 2012 9:17 pm

feyith wrote:...respecs?


:o Don't say that word! :shock: You have no idea what that word unleashes on this forum :lol:
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Re: *UPDATE 1* Doom's beta review, livestream added

Postby feyith » Fri May 04, 2012 9:22 pm

I meant...treatment? Will there be any dollhouse treatment in TL2? *hides*
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Re: *UPDATE 1* Doom's beta review, livestream added

Postby adoomgod » Fri May 04, 2012 9:24 pm

You can respec up thru level 10. Then.... Never! Bwahaha
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Re: *UPDATE 1* Doom's beta review, livestream added

Postby feyith » Fri May 04, 2012 9:27 pm

Oh, that's cool. Good balance between permanence and accounting for experimentation and newbie mistakes.
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Re: *UPDATE 1* Doom's beta review, livestream added

Postby adoomgod » Fri May 04, 2012 11:02 pm

Remembered a feature that annoyed me;

U1--3 BIG ANNOYANCE. When trying to kill 20 spiders to augment my unique Grim Flayer, I discovered 2 things: spells and pet kills down count. I don't know if melee spells count but I'm guessing not. Spells... Fine, but pet kills should count because my pet stole like 10 last hits and it's annoying not fun/challenging. My pet and I fight as one, I think his kills should count while my sword is equipped, at least if I hit the enemy first.

Also 20 kills seems a bit low. I'd like the range to be like 20-100 for possible requirements on a weapon. Maybe even split like 30 Sturmbeornen and 20 spiders.

I mean, yes I could go to easy difficulty to like 1 shot-farm for the weapon augment, but they make it so you have to just wack away with your weapon which puts squishy embermages at a disadvanatage in elite.
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Re: *UPDATE 1* Doom's beta review, livestream added

Postby amb2010 » Fri May 04, 2012 11:06 pm

I have a feeling once you get those 20 kills, it goes up. The weapon in the armor update is "Kill 1000 Undead Monsters" at least >_> As for whether pets should count: I don't think so. Set the pet to passive and it won't kill steal. To boost the weapon I think you should have to kill them with the weapon, if you want to say a pet which is a separate entity all together should count, I don't see why you'd be able to say spells don't count unless it's a "just cause" explanation :P
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Re: *UPDATE 1* Doom's beta review, livestream added

Postby Seer » Fri May 04, 2012 11:09 pm

Concerning Augmentations, everything that comes from the character itself should count, that is normal attacks, spells abilities and so on. I would say no for pets and summons, but that is arguable.
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Re: *UPDATE 1* Doom's beta review, livestream added

Postby adoomgod » Fri May 04, 2012 11:16 pm

amb2010 wrote:I have a feeling once you get those 20 kills, it goes up. The weapon in the armor update is "Kill 1000 Undead Monsters" at least >_> As for whether pets should count: I don't think so. Set the pet to passive and it won't kill steal. To boost the weapon I think you should have to kill them with the weapon, if you want to say a pet which is a separate entity all together should count, I don't see why you'd be able to say spells don't count unless it's a "just cause" explanation :P


It doesn't go up. It just unlocked way more stat modifiers. And yeah, end game gear should have up to 1000 since well, you won't be getting anything better.
Seer wrote:Concerning Augmentations, everything that comes from the character itself should count, that is normal attacks, spells abilities and so on. I would say no for pets and summons, but that is arguable.


Ok ur both right. Pet on passive durrr. Sorry Brian I changed my mind. It should be all character kills that count, which won't be "too easy to augment weapons" if you just increase the amount of kills it takes to do so.
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Re: *UPDATE 1* Doom's beta review, livestream added

Postby amb2010 » Fri May 04, 2012 11:19 pm

I still don't think skills should count, I have a feeling it wasn't included because it made getting Augments incredibly easy. They seem like something you go out of your way to get, like Omni said "A quest on a sword", not something you should be able to get just by playing the game normally.
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Re: *UPDATE 1* Doom's beta review, livestream added

Postby Rusty » Sat May 05, 2012 6:33 am

Considering these Augmented Weapons are Unique's, we won't be getting them every drop, so I don't think they need to add a lot of things to them.
I consider them to be an added bonus, something useful that is a little bit better than the normal Unique.

Another thought on the AU's. They appear to be learning milestone weapons. After you have fulfilled it's quest, the weapon unlocks, and also, you have just fought 20 spiders, meaning you now have more knowledge on how to fight that monster. As for the Gearhead axe, after fighting 1000 monsters, I would hope you have learned something about fighting many types of monsters.

Unless they are planning on you using these Augmented Unique's throughout your whole play up to level 50, you will find something better as you progress through the game, so at some point they will be less useful. So added another quest afterwards means that you might miss out on other interesting weapons, and I for one want to find and use the next Sword of Adam in this game :)
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Re: *UPDATE 1* Doom's beta review, livestream added

Postby Jacobey » Sat May 12, 2012 9:59 pm

Yes - please add an obvious QUIT button.

I've had to kill the game window manually from the task bar - If there is something on screen - it's not obvious, which it should be.

Thank you.
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Re: *UPDATE 1* Doom's beta review, livestream added

Postby UncleJim » Sat May 12, 2012 11:29 pm

Jacobey wrote:Yes - please add an obvious QUIT button.

I've had to kill the game window manually from the task bar - If there is something on screen - it's not obvious, which it should be.

Thank you.

At the main menu, after you quit out of the game, top right corner is a very hard to see X. Yes its hard to see and needs to be brightened up.
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