Solomons keep which spell




















It comes off a bit as "I know you made this but you did it wrong. I know better then you as to what you want". It comes through in what you posted that no offense is intended, I just thought I would mention it. I do know that John is appreciative of the time you and others have spent pondering ways to improve the game.

Thank you for your replies. I am absolutely not saying John is above criticism. I am saying if a function or aspect within a piece of art is working as intended by the artist, in this case the skill system, it cannot be implemented wrongly. There may be, however, suggestions than can make it better. I know Peppermaster's intention and that was never in question. I just though I would give some advice for outside of the forum but I am sure I did not make my point clear and so the fault lies with me.

I did read the whole thing as I do most everything posted on the forum. It is clear that Peppermaster puts a lot of thought into things and that is wonderful! Toggle navigation. Categories Discussions Activity Sign In.

October edited October in Solomon's Games. I've been recently thinking about what Mr. Raptis said about the limited and unpredictable set of skills for each level and a question came to my mind: is this idea successfully implemented in Solomon's Keep?

As I play more Solomon's Keep mostly due to my iphone not letting me play boneyard until the patch comes , I have realized that it is implemented in a wrong way.

I had no problem with early game but as you reach to late game, a player MUST to have some essential skills battle mage, magic shield, siege mage, etc. However, because these skills are mandatory, the builds become very fixed and sometimes forces players to farm.

Farming, in general, is not really a bad thing but if it is necessary to farm in a game, that is what makes the game un-fun. Fortunately, there are various ways to deal with this problem:. Do some nerfs on enemies like make mages' bubble more fragile, remove homing from lighting mage, and make range attack and poison deal less damage.

By nerfing some enemies, the essential skills importance will drop and open more doors to opportunity for other unique builds. Less max skill level and more unique skills. One of the main reason why certain skills were never picked is that you need to reach max level of the essential skills like battle mage and siege mage.

By lowering their max level but increasing the power growth per level and making new skills that has more unique characteristics, players can use spare skill points to skills that they normally wouldn't have gone and make the build more flexible. The best example of this would be perk system from Fallout.

Extended Welding. What I mean by this is that non-primary skills like battle mage, mana up can weld with other skills to make brand new skills that empowers player in a very unique way. For example, you can weld siege mage and mana up to make a skill that give bonus damage based on max mana. This will actually promote people to get out of the fixed build and make gameplay style of each run different.

To deal with the cruel world, players can use various dru I mean potions to overcome the ridiculous obstacles. Popular pages. Recent blog posts. Explore Wikis Community Central. Register Don't have an account? Primary Skills. Solomon's Keep Software Features and Description. I've had this game since before it was free, and I'm a big fan. The only thing that happens to enemies as you go up in difficulty is the enemies get more HP.

They essentially become walls of meat at one point where you have to run around them in circles for five minutes literally in a constantly repeating pattern Use magic, bring up Mana, repeat. Most of the time, the high-HP enemies Typically large fire demons for me don't pose a challenge because I memorize the attack patterns, so it's more of a bother than a challenge to defeat them. I would rather you make the AI tougher than pile on more and more HP. I would rather feel bested by a cleverly designed AI than aggravated because I can't deal enough damage.

Overall, I enjoy this game, but I would like you to think about my suggestion. I have both Solomon's Keep and Boneyard and love them both, and have even donated. It was very disappointing that if you die once in hardcore mode, you lose everything. I thought if you die once, you still have a chance to save your items.

Then you can try again another time. This is a force hard reset. All it mentions is you can only die once. I hope the developer change this. I would even pay to get those precious items back. They took so long to get, now I have lost complete interest in playing the game. If I knew hardcore mode lock your save files, I would have never ever came close to it. Welding skill is affected by levels of Primary Skills and corresponding Sub Skills.

Notice that welding skill is only affected by the level of primary and sub skills, that they had at the moment of welding.

If skill had a bonus from Equipment at the moment of welding, this bonus will stay after welding even if the corresponding equipment is took off. Welding skill is constant, it will not change after any primary or sub skills change. You can see your active primary or welding skill in the upper right corner of a screen. Tapping there will open the list of your primary and welding skills, you can change you active primary or welding skill here.



0コメント

  • 1000 / 1000